include: Remove nested namespaces in windows.gaming.input.idl.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2022-02-21 19:52:46 +01:00 committed by Alexandre Julliard
parent 3e16b37475
commit 916d20cb97

View file

@ -28,331 +28,315 @@ import "windows.foundation.idl";
import "windows.gaming.input.forcefeedback.idl"; import "windows.gaming.input.forcefeedback.idl";
import "windows.system.idl"; import "windows.system.idl";
namespace Windows { namespace Windows.Gaming.Input {
namespace Gaming { typedef enum GamepadButtons GamepadButtons;
namespace Input { typedef enum GameControllerButtonLabel GameControllerButtonLabel;
typedef enum GamepadButtons GamepadButtons; typedef enum GameControllerSwitchKind GameControllerSwitchKind;
typedef enum GameControllerButtonLabel GameControllerButtonLabel; typedef enum GameControllerSwitchPosition GameControllerSwitchPosition;
typedef enum GameControllerSwitchKind GameControllerSwitchKind; typedef struct GamepadReading GamepadReading;
typedef enum GameControllerSwitchPosition GameControllerSwitchPosition; typedef struct GamepadVibration GamepadVibration;
typedef struct GamepadReading GamepadReading; interface IGameController;
typedef struct GamepadVibration GamepadVibration; interface IGameControllerBatteryInfo;
interface IGameController; interface IGamepad;
interface IGameControllerBatteryInfo; interface IGamepad2;
interface IGamepad; interface IGamepadStatics;
interface IGamepad2; interface IGamepadStatics2;
interface IGamepadStatics; interface IRawGameController;
interface IGamepadStatics2; interface IRawGameController2;
interface IRawGameController; runtimeclass Gamepad;
interface IRawGameController2; runtimeclass Headset;
runtimeclass Gamepad; runtimeclass RawGameController;
runtimeclass Headset;
runtimeclass RawGameController; declare {
} interface Windows.Foundation.EventHandler<Windows.Gaming.Input.Gamepad *>;
} interface Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController *>;
} interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.Gaming.Input.Headset *>;
interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.System.UserChangedEventArgs *>;
namespace Windows { interface Windows.Foundation.Collections.IVectorView<Gamepad *>;
namespace Gaming { interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController *>;
namespace Input { }
declare {
interface Windows.Foundation.EventHandler<Windows.Gaming.Input.Gamepad*>; [
interface Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*>; contract(Windows.Foundation.UniversalApiContract, 1.0),
interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>; flags
interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.System.UserChangedEventArgs*>; ]
interface Windows.Foundation.Collections.IVectorView<Gamepad*>; enum GamepadButtons
interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController*>; {
} None = 0x0,
} Menu = 0x1,
} View = 0x2,
} A = 0x4,
B = 0x8,
namespace Windows { X = 0x10,
namespace Gaming { Y = 0x20,
namespace Input { DPadUp = 0x40,
[ DPadDown = 0x80,
contract(Windows.Foundation.UniversalApiContract, 1.0), DPadLeft = 0x100,
flags DPadRight = 0x200,
] LeftShoulder = 0x400,
enum GamepadButtons RightShoulder = 0x800,
{ LeftThumbstick = 0x1000,
None = 0x0, RightThumbstick = 0x2000,
Menu = 0x1, [contract(Windows.Foundation.UniversalApiContract, 3.0)]
View = 0x2, Paddle1 = 0x4000,
A = 0x4, [contract(Windows.Foundation.UniversalApiContract, 3.0)]
B = 0x8, Paddle2 = 0x8000,
X = 0x10, [contract(Windows.Foundation.UniversalApiContract, 3.0)]
Y = 0x20, Paddle3 = 0x10000,
DPadUp = 0x40, [contract(Windows.Foundation.UniversalApiContract, 3.0)]
DPadDown = 0x80, Paddle4 = 0x20000
DPadLeft = 0x100, };
DPadRight = 0x200,
LeftShoulder = 0x400, [contract(Windows.Foundation.UniversalApiContract, 3.0)]
RightShoulder = 0x800, enum GameControllerButtonLabel
LeftThumbstick = 0x1000, {
RightThumbstick = 0x2000, None = 0,
[contract(Windows.Foundation.UniversalApiContract, 3.0)] XboxBack = 1,
Paddle1 = 0x4000, XboxStart = 2,
[contract(Windows.Foundation.UniversalApiContract, 3.0)] XboxMenu = 3,
Paddle2 = 0x8000, XboxView = 4,
[contract(Windows.Foundation.UniversalApiContract, 3.0)] XboxUp = 5,
Paddle3 = 0x10000, XboxDown = 6,
[contract(Windows.Foundation.UniversalApiContract, 3.0)] XboxLeft = 7,
Paddle4 = 0x20000 XboxRight = 8,
}; XboxA = 9,
XboxB = 10,
[contract(Windows.Foundation.UniversalApiContract, 3.0)] XboxX = 11,
enum GameControllerButtonLabel XboxY = 12,
{ XboxLeftBumper = 13,
None = 0, XboxLeftTrigger = 14,
XboxBack = 1, XboxLeftStickButton = 15,
XboxStart = 2, XboxRightBumper = 16,
XboxMenu = 3, XboxRightTrigger = 17,
XboxView = 4, XboxRightStickButton = 18,
XboxUp = 5, XboxPaddle1 = 19,
XboxDown = 6, XboxPaddle2 = 20,
XboxLeft = 7, XboxPaddle3 = 21,
XboxRight = 8, XboxPaddle4 = 22,
XboxA = 9, Mode = 23,
XboxB = 10, Select = 24,
XboxX = 11, Menu = 25,
XboxY = 12, View = 26,
XboxLeftBumper = 13, Back = 27,
XboxLeftTrigger = 14, Start = 28,
XboxLeftStickButton = 15, Options = 29,
XboxRightBumper = 16, Share = 30,
XboxRightTrigger = 17, Up = 31,
XboxRightStickButton = 18, Down = 32,
XboxPaddle1 = 19, Left = 33,
XboxPaddle2 = 20, Right = 34,
XboxPaddle3 = 21, LetterA = 35,
XboxPaddle4 = 22, LetterB = 36,
Mode = 23, LetterC = 37,
Select = 24, LetterL = 38,
Menu = 25, LetterR = 39,
View = 26, LetterX = 40,
Back = 27, LetterY = 41,
Start = 28, LetterZ = 42,
Options = 29, Cross = 43,
Share = 30, Circle = 44,
Up = 31, Square = 45,
Down = 32, Triangle = 46,
Left = 33, LeftBumper = 47,
Right = 34, LeftTrigger = 48,
LetterA = 35, LeftStickButton = 49,
LetterB = 36, Left1 = 50,
LetterC = 37, Left2 = 51,
LetterL = 38, Left3 = 52,
LetterR = 39, RightBumper = 53,
LetterX = 40, RightTrigger = 54,
LetterY = 41, RightStickButton = 55,
LetterZ = 42, Right1 = 56,
Cross = 43, Right2 = 57,
Circle = 44, Right3 = 58,
Square = 45, Paddle1 = 59,
Triangle = 46, Paddle2 = 60,
LeftBumper = 47, Paddle3 = 61,
LeftTrigger = 48, Paddle4 = 62,
LeftStickButton = 49, Plus = 63,
Left1 = 50, Minus = 64,
Left2 = 51, DownLeftArrow = 65,
Left3 = 52, DialLeft = 66,
RightBumper = 53, DialRight = 67,
RightTrigger = 54, Suspension = 68
RightStickButton = 55, };
Right1 = 56,
Right2 = 57, [contract(Windows.Foundation.UniversalApiContract, 4.0)]
Right3 = 58, enum GameControllerSwitchKind
Paddle1 = 59, {
Paddle2 = 60, TwoWay = 0,
Paddle3 = 61, FourWay = 1,
Paddle4 = 62, EightWay = 2
Plus = 63, };
Minus = 64,
DownLeftArrow = 65, [contract(Windows.Foundation.UniversalApiContract, 4.0)]
DialLeft = 66, enum GameControllerSwitchPosition
DialRight = 67, {
Suspension = 68 Center = 0,
}; Up = 1,
UpRight = 2,
[contract(Windows.Foundation.UniversalApiContract, 4.0)] Right = 3,
enum GameControllerSwitchKind DownRight = 4,
{ Down = 5,
TwoWay = 0, DownLeft = 6,
FourWay = 1, Left = 7,
EightWay = 2 UpLeft = 8
}; };
[contract(Windows.Foundation.UniversalApiContract, 4.0)] [contract(Windows.Foundation.UniversalApiContract, 1.0)]
enum GameControllerSwitchPosition struct GamepadReading
{ {
Center = 0, UINT64 Timestamp;
Up = 1, Windows.Gaming.Input.GamepadButtons Buttons;
UpRight = 2, DOUBLE LeftTrigger;
Right = 3, DOUBLE RightTrigger;
DownRight = 4, DOUBLE LeftThumbstickX;
Down = 5, DOUBLE LeftThumbstickY;
DownLeft = 6, DOUBLE RightThumbstickX;
Left = 7, DOUBLE RightThumbstickY;
UpLeft = 8 };
};
[contract(Windows.Foundation.UniversalApiContract, 1.0)]
[contract(Windows.Foundation.UniversalApiContract, 1.0)] struct GamepadVibration
struct GamepadReading {
{ DOUBLE LeftMotor;
UINT64 Timestamp; DOUBLE RightMotor;
Windows.Gaming.Input.GamepadButtons Buttons; DOUBLE LeftTrigger;
DOUBLE LeftTrigger; DOUBLE RightTrigger;
DOUBLE RightTrigger; };
DOUBLE LeftThumbstickX;
DOUBLE LeftThumbstickY; [
DOUBLE RightThumbstickX; contract(Windows.Foundation.UniversalApiContract, 1.0),
DOUBLE RightThumbstickY; uuid(1baf6522-5f64-42c5-8267-b9fe2215bfbd)
}; ]
interface IGameController : IInspectable
[contract(Windows.Foundation.UniversalApiContract, 1.0)] {
struct GamepadVibration [eventadd] HRESULT HeadsetConnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.Gaming.Input.Headset *> *handler,
{ [out, retval] EventRegistrationToken *token);
DOUBLE LeftMotor; [eventremove] HRESULT HeadsetConnected([in] EventRegistrationToken token);
DOUBLE RightMotor; [eventadd] HRESULT HeadsetDisconnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.Gaming.Input.Headset *> *handler,
DOUBLE LeftTrigger; [out, retval] EventRegistrationToken *token);
DOUBLE RightTrigger; [eventremove] HRESULT HeadsetDisconnected([in] EventRegistrationToken token);
}; [eventadd] HRESULT UserChanged([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.System.UserChangedEventArgs *> *handler,
[out, retval] EventRegistrationToken *token);
[ [eventremove] HRESULT UserChanged([in] EventRegistrationToken token);
contract(Windows.Foundation.UniversalApiContract, 1.0), [propget] HRESULT Headset([out, retval] Windows.Gaming.Input.Headset **value);
uuid(1baf6522-5f64-42c5-8267-b9fe2215bfbd) [propget] HRESULT IsWireless([out, retval] boolean *value);
] [propget] HRESULT User([out, retval] Windows.System.User **value);
interface IGameController : IInspectable }
{
[eventadd] HRESULT HeadsetConnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>* handler, [
[out, retval] EventRegistrationToken* token); contract(Windows.Foundation.UniversalApiContract, 1.0),
[eventremove] HRESULT HeadsetConnected([in] EventRegistrationToken token); exclusiveto(Windows.Gaming.Input.Gamepad),
[eventadd] HRESULT HeadsetDisconnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>* handler, uuid(bc7bb43c-0a69-3903-9e9d-a50f86a45de5)
[out, retval] EventRegistrationToken* token); ]
[eventremove] HRESULT HeadsetDisconnected([in] EventRegistrationToken token); interface IGamepad : IInspectable
[eventadd] HRESULT UserChanged([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.System.UserChangedEventArgs*>* handler, requires Windows.Gaming.Input.IGameController
[out, retval] EventRegistrationToken* token); {
[eventremove] HRESULT UserChanged([in] EventRegistrationToken token); [propget] HRESULT Vibration([out, retval] Windows.Gaming.Input.GamepadVibration *value);
[propget] HRESULT Headset([out, retval] Windows.Gaming.Input.Headset** value); [propput] HRESULT Vibration([in] Windows.Gaming.Input.GamepadVibration value);
[propget] HRESULT IsWireless([out, retval] boolean* value); HRESULT GetCurrentReading([out, retval] Windows.Gaming.Input.GamepadReading *value);
[propget] HRESULT User([out, retval] Windows.System.User** value); }
}
[
[ contract(Windows.Foundation.UniversalApiContract, 4.0),
contract(Windows.Foundation.UniversalApiContract, 1.0), exclusiveto(Windows.Gaming.Input.RawGameController),
exclusiveto(Windows.Gaming.Input.Gamepad), uuid(7cad6d91-a7e1-4f71-9a78-33e9c5dfea62)
uuid(bc7bb43c-0a69-3903-9e9d-a50f86a45de5) ]
] interface IRawGameController : IInspectable
interface IGamepad : IInspectable requires Windows.Gaming.Input.IGameController
requires Windows.Gaming.Input.IGameController {
{ [propget] HRESULT AxisCount([out, retval] INT32 *value);
[propget] HRESULT Vibration([out, retval] Windows.Gaming.Input.GamepadVibration* value); [propget] HRESULT ButtonCount([out, retval] INT32 *value);
[propput] HRESULT Vibration([in] Windows.Gaming.Input.GamepadVibration value); [propget] HRESULT ForceFeedbackMotors([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *> **value);
HRESULT GetCurrentReading([out, retval] Windows.Gaming.Input.GamepadReading* value); [propget] HRESULT HardwareProductId([out, retval] UINT16 *value);
} [propget] HRESULT HardwareVendorId([out, retval] UINT16 *value);
[propget] HRESULT SwitchCount([out, retval] INT32 *value);
[ HRESULT GetButtonLabel([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerButtonLabel *value);
contract(Windows.Foundation.UniversalApiContract, 4.0), HRESULT GetCurrentReading([in] UINT32 buttons_size, [out, size_is(buttons_size)] boolean *buttons,
exclusiveto(Windows.Gaming.Input.RawGameController), [in] UINT32 switches_size, [out, size_is(switches_size)] Windows.Gaming.Input.GameControllerSwitchPosition *switches,
uuid(7cad6d91-a7e1-4f71-9a78-33e9c5dfea62) [in] UINT32 axes_size, [out, size_is(axes_size)] DOUBLE *axes,
] [out, retval] UINT64 *timestamp);
interface IRawGameController : IInspectable HRESULT GetSwitchKind([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerSwitchKind *value);
requires Windows.Gaming.Input.IGameController }
{
[propget] HRESULT AxisCount([out, retval] INT32* value); [
[propget] HRESULT ButtonCount([out, retval] INT32* value); object,
[propget] HRESULT ForceFeedbackMotors([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor*>** value); uuid(8bbce529-d49c-39e9-9560-e47dde96b7c8)
[propget] HRESULT HardwareProductId([out, retval] UINT16* value); ]
[propget] HRESULT HardwareVendorId([out, retval] UINT16* value); interface IGamepadStatics : IInspectable
[propget] HRESULT SwitchCount([out, retval] INT32* value); {
HRESULT GetButtonLabel([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerButtonLabel* value); [eventadd] HRESULT GamepadAdded([in] Windows.Foundation.EventHandler<Gamepad *> *value, [out, retval] EventRegistrationToken *token);
HRESULT GetCurrentReading([in] UINT32 buttons_size, [out, size_is(buttons_size)] boolean* buttons, [eventremove] HRESULT GamepadAdded([in] EventRegistrationToken token);
[in] UINT32 switches_size, [out, size_is(switches_size)] Windows.Gaming.Input.GameControllerSwitchPosition* switches, [eventadd] HRESULT GamepadRemoved([in] Windows.Foundation.EventHandler<Gamepad *> *value, [out, retval] EventRegistrationToken *token);
[in] UINT32 axes_size, [out, size_is(axes_size)] DOUBLE* axes, [eventremove] HRESULT GamepadRemoved([in] EventRegistrationToken token);
[out, retval] UINT64* timestamp); [propget] HRESULT Gamepads([out, retval] Windows.Foundation.Collections.IVectorView<Gamepad *> **value);
HRESULT GetSwitchKind([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerSwitchKind* value); }
}
[
[ contract(Windows.Foundation.UniversalApiContract, 1.0),
object, exclusiveto(Windows.Gaming.Input.Headset),
uuid(8bbce529-d49c-39e9-9560-e47dde96b7c8) uuid(3fd156ef-6925-3fa8-9181-029c5223ae3b)
] ]
interface IGamepadStatics : IInspectable interface IHeadset : IInspectable
{ {
[eventadd] HRESULT GamepadAdded([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token); [propget] HRESULT CaptureDeviceId([out, retval] HSTRING *value);
[eventremove] HRESULT GamepadAdded([in] EventRegistrationToken token); [propget] HRESULT RenderDeviceId([out, retval] HSTRING *value);
[eventadd] HRESULT GamepadRemoved([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token); }
[eventremove] HRESULT GamepadRemoved([in] EventRegistrationToken token);
[propget] HRESULT Gamepads([out, retval] Windows.Foundation.Collections.IVectorView<Gamepad*> **value); [
} object,
uuid(eb8d0792-e95a-4b19-afc7-0a59f8bf759e)
[ ]
contract(Windows.Foundation.UniversalApiContract, 1.0), interface IRawGameControllerStatics : IInspectable
exclusiveto(Windows.Gaming.Input.Headset), {
uuid(3fd156ef-6925-3fa8-9181-029c5223ae3b) [eventadd] HRESULT RawGameControllerAdded([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController *> *handler,
] [out, retval] EventRegistrationToken *token);
interface IHeadset : IInspectable [eventremove] HRESULT RawGameControllerAdded([in] EventRegistrationToken token);
{ [eventadd] HRESULT RawGameControllerRemoved([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController *> *handler,
[propget] HRESULT CaptureDeviceId([out, retval] HSTRING* value); [out, retval] EventRegistrationToken *token);
[propget] HRESULT RenderDeviceId([out, retval] HSTRING* value); [eventremove] HRESULT RawGameControllerRemoved([in] EventRegistrationToken token);
} [propget] HRESULT RawGameControllers([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController *> **value);
HRESULT FromGameController([in] Windows.Gaming.Input.IGameController *game_controller, [out, retval] Windows.Gaming.Input.RawGameController **value);
[ }
object,
uuid(eb8d0792-e95a-4b19-afc7-0a59f8bf759e) [
] contract(Windows.Foundation.UniversalApiContract, 1.0),
interface IRawGameControllerStatics : IInspectable marshaling_behavior(agile),
{ static(Windows.Gaming.Input.IGamepadStatics, Windows.Foundation.UniversalApiContract, 1.0),
[eventadd] HRESULT RawGameControllerAdded([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*> *handler, static(Windows.Gaming.Input.IGamepadStatics2, Windows.Foundation.UniversalApiContract, 4.0),
[out, retval] EventRegistrationToken* token); threading(both)
[eventremove] HRESULT RawGameControllerAdded([in] EventRegistrationToken token); ]
[eventadd] HRESULT RawGameControllerRemoved([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*> *handler, runtimeclass Gamepad
[out, retval] EventRegistrationToken* token); {
[eventremove] HRESULT RawGameControllerRemoved([in] EventRegistrationToken token); [default] interface Windows.Gaming.Input.IGamepad;
[propget] HRESULT RawGameControllers([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController*> **value); interface Windows.Gaming.Input.IGameController;
HRESULT FromGameController([in] Windows.Gaming.Input.IGameController *game_controller, [out, retval] Windows.Gaming.Input.RawGameController **value); [contract(Windows.Foundation.UniversalApiContract, 3.0)] interface Windows.Gaming.Input.IGamepad2;
} [contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo;
}
[
contract(Windows.Foundation.UniversalApiContract, 1.0), [
marshaling_behavior(agile), contract(Windows.Foundation.UniversalApiContract, 1.0),
static(Windows.Gaming.Input.IGamepadStatics, Windows.Foundation.UniversalApiContract, 1.0), marshaling_behavior(agile),
static(Windows.Gaming.Input.IGamepadStatics2, Windows.Foundation.UniversalApiContract, 4.0), threading(both)
threading(both) ]
] runtimeclass Headset
runtimeclass Gamepad {
{ [default] interface Windows.Gaming.Input.IHeadset;
[default] interface Windows.Gaming.Input.IGamepad; [contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo;
interface Windows.Gaming.Input.IGameController; }
[contract(Windows.Foundation.UniversalApiContract, 3.0)] interface Windows.Gaming.Input.IGamepad2;
[contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo; [
} contract(Windows.Foundation.UniversalApiContract, 4.0),
marshaling_behavior(agile),
[ static(Windows.Gaming.Input.IRawGameControllerStatics, Windows.Foundation.UniversalApiContract, 4.0),
contract(Windows.Foundation.UniversalApiContract, 1.0), threading(both)
marshaling_behavior(agile), ]
threading(both) runtimeclass RawGameController
] {
runtimeclass Headset [default] interface Windows.Gaming.Input.IRawGameController;
{ interface Windows.Gaming.Input.IGameController;
[default] interface Windows.Gaming.Input.IHeadset; interface Windows.Gaming.Input.IGameControllerBatteryInfo;
[contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo; [contract(Windows.Foundation.UniversalApiContract, 5.0)] interface Windows.Gaming.Input.IRawGameController2;
}
[
contract(Windows.Foundation.UniversalApiContract, 4.0),
marshaling_behavior(agile),
static(Windows.Gaming.Input.IRawGameControllerStatics, Windows.Foundation.UniversalApiContract, 4.0),
threading(both)
]
runtimeclass RawGameController
{
[default] interface Windows.Gaming.Input.IRawGameController;
interface Windows.Gaming.Input.IGameController;
interface Windows.Gaming.Input.IGameControllerBatteryInfo;
[contract(Windows.Foundation.UniversalApiContract, 5.0)] interface Windows.Gaming.Input.IRawGameController2;
}
}
} }
} }