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

@ -28,9 +28,7 @@ import "windows.foundation.idl";
import "windows.gaming.input.forcefeedback.idl";
import "windows.system.idl";
namespace Windows {
namespace Gaming {
namespace Input {
namespace Windows.Gaming.Input {
typedef enum GamepadButtons GamepadButtons;
typedef enum GameControllerButtonLabel GameControllerButtonLabel;
typedef enum GameControllerSwitchKind GameControllerSwitchKind;
@ -48,28 +46,16 @@ namespace Windows {
runtimeclass Gamepad;
runtimeclass Headset;
runtimeclass RawGameController;
}
}
}
namespace Windows {
namespace Gaming {
namespace Input {
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*>;
interface Windows.Foundation.Collections.IVectorView<Gamepad*>;
interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController*>;
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 *>;
interface Windows.Foundation.Collections.IVectorView<Gamepad *>;
interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController *>;
}
}
}
}
namespace Windows {
namespace Gaming {
namespace Input {
[
contract(Windows.Foundation.UniversalApiContract, 1.0),
flags
@ -225,18 +211,18 @@ namespace Windows {
]
interface IGameController : IInspectable
{
[eventadd] HRESULT HeadsetConnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>* handler,
[out, retval] EventRegistrationToken* token);
[eventadd] HRESULT HeadsetConnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.Gaming.Input.Headset *> *handler,
[out, retval] EventRegistrationToken *token);
[eventremove] HRESULT HeadsetConnected([in] EventRegistrationToken token);
[eventadd] HRESULT HeadsetDisconnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>* handler,
[out, retval] EventRegistrationToken* token);
[eventadd] HRESULT HeadsetDisconnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.Gaming.Input.Headset *> *handler,
[out, retval] EventRegistrationToken *token);
[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);
[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);
[propget] HRESULT Headset([out, retval] Windows.Gaming.Input.Headset** value);
[propget] HRESULT IsWireless([out, retval] boolean* value);
[propget] HRESULT User([out, retval] Windows.System.User** value);
[propget] HRESULT Headset([out, retval] Windows.Gaming.Input.Headset **value);
[propget] HRESULT IsWireless([out, retval] boolean *value);
[propget] HRESULT User([out, retval] Windows.System.User **value);
}
[
@ -247,9 +233,9 @@ namespace Windows {
interface IGamepad : IInspectable
requires Windows.Gaming.Input.IGameController
{
[propget] HRESULT Vibration([out, retval] Windows.Gaming.Input.GamepadVibration* value);
[propget] HRESULT Vibration([out, retval] Windows.Gaming.Input.GamepadVibration *value);
[propput] HRESULT Vibration([in] Windows.Gaming.Input.GamepadVibration value);
HRESULT GetCurrentReading([out, retval] Windows.Gaming.Input.GamepadReading* value);
HRESULT GetCurrentReading([out, retval] Windows.Gaming.Input.GamepadReading *value);
}
[
@ -260,18 +246,18 @@ namespace Windows {
interface IRawGameController : IInspectable
requires Windows.Gaming.Input.IGameController
{
[propget] HRESULT AxisCount([out, retval] INT32* value);
[propget] HRESULT ButtonCount([out, retval] INT32* value);
[propget] HRESULT ForceFeedbackMotors([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor*>** 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);
HRESULT GetCurrentReading([in] UINT32 buttons_size, [out, size_is(buttons_size)] boolean* buttons,
[in] UINT32 switches_size, [out, size_is(switches_size)] Windows.Gaming.Input.GameControllerSwitchPosition* switches,
[in] UINT32 axes_size, [out, size_is(axes_size)] DOUBLE* axes,
[out, retval] UINT64* timestamp);
HRESULT GetSwitchKind([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerSwitchKind* value);
[propget] HRESULT AxisCount([out, retval] INT32 *value);
[propget] HRESULT ButtonCount([out, retval] INT32 *value);
[propget] HRESULT ForceFeedbackMotors([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *> **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);
HRESULT GetCurrentReading([in] UINT32 buttons_size, [out, size_is(buttons_size)] boolean *buttons,
[in] UINT32 switches_size, [out, size_is(switches_size)] Windows.Gaming.Input.GameControllerSwitchPosition *switches,
[in] UINT32 axes_size, [out, size_is(axes_size)] DOUBLE *axes,
[out, retval] UINT64 *timestamp);
HRESULT GetSwitchKind([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerSwitchKind *value);
}
[
@ -280,11 +266,11 @@ namespace Windows {
]
interface IGamepadStatics : IInspectable
{
[eventadd] HRESULT GamepadAdded([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token);
[eventadd] HRESULT GamepadAdded([in] Windows.Foundation.EventHandler<Gamepad *> *value, [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT GamepadAdded([in] EventRegistrationToken token);
[eventadd] HRESULT GamepadRemoved([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token);
[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);
[propget] HRESULT Gamepads([out, retval] Windows.Foundation.Collections.IVectorView<Gamepad *> **value);
}
[
@ -294,8 +280,8 @@ namespace Windows {
]
interface IHeadset : IInspectable
{
[propget] HRESULT CaptureDeviceId([out, retval] HSTRING* value);
[propget] HRESULT RenderDeviceId([out, retval] HSTRING* value);
[propget] HRESULT CaptureDeviceId([out, retval] HSTRING *value);
[propget] HRESULT RenderDeviceId([out, retval] HSTRING *value);
}
[
@ -304,13 +290,13 @@ namespace Windows {
]
interface IRawGameControllerStatics : IInspectable
{
[eventadd] HRESULT RawGameControllerAdded([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*> *handler,
[out, retval] EventRegistrationToken* token);
[eventadd] HRESULT RawGameControllerAdded([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController *> *handler,
[out, retval] EventRegistrationToken *token);
[eventremove] HRESULT RawGameControllerAdded([in] EventRegistrationToken token);
[eventadd] HRESULT RawGameControllerRemoved([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*> *handler,
[out, retval] EventRegistrationToken* token);
[eventadd] HRESULT RawGameControllerRemoved([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController *> *handler,
[out, retval] EventRegistrationToken *token);
[eventremove] HRESULT RawGameControllerRemoved([in] EventRegistrationToken token);
[propget] HRESULT RawGameControllers([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController*> **value);
[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);
}
@ -353,6 +339,4 @@ namespace Windows {
interface Windows.Gaming.Input.IGameControllerBatteryInfo;
[contract(Windows.Foundation.UniversalApiContract, 5.0)] interface Windows.Gaming.Input.IRawGameController2;
}
}
}
}