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include: Add Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect runtimeclass declaration.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -25,13 +25,18 @@ import "asyncinfo.idl";
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import "eventtoken.idl";
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import "windowscontracts.idl";
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import "windows.foundation.idl";
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import "windows.foundation.numerics.idl";
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namespace Windows.Gaming.Input.ForceFeedback {
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typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
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typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
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typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
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typedef enum PeriodicForceEffectKind PeriodicForceEffectKind;
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interface IForceFeedbackEffect;
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interface IPeriodicForceEffect;
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interface IPeriodicForceEffectFactory;
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runtimeclass ForceFeedbackMotor;
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runtimeclass PeriodicForceEffect;
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declare {
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interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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@ -71,6 +76,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
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EffectNotSupported = 2
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum PeriodicForceEffectKind
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{
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SquareWave = 0,
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SineWave = 1,
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TriangleWave = 2,
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SawtoothWaveUp = 3,
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SawtoothWaveDown = 4,
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};
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89)
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@ -108,6 +123,35 @@ namespace Windows.Gaming.Input.ForceFeedback {
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[out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
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uuid(5c5138d7-fc75-4d52-9a0a-efe4cab5fe64)
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]
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interface IPeriodicForceEffect : IInspectable
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requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
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{
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[propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind *value);
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HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
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[in] FLOAT bias, [in] Windows.Foundation.TimeSpan duration);
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HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
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[in] FLOAT bias, [in] FLOAT attack_gain, [in] FLOAT sustain_gain, [in] FLOAT release_gain,
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[in] Windows.Foundation.TimeSpan start_delay, [in] Windows.Foundation.TimeSpan attack_duration,
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[in] Windows.Foundation.TimeSpan sustain_duration, [in] Windows.Foundation.TimeSpan release_duration,
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[in] UINT32 repeat_count);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
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uuid(6f62eb1a-9851-477b-b318-35ecaa15070f)
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]
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interface IPeriodicForceEffectFactory : IInspectable
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{
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HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind kind,
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[out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect **value);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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marshaling_behavior(agile),
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@ -117,4 +161,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
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{
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[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
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}
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[
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activatable(Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0),
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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marshaling_behavior(agile),
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threading(both)
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]
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runtimeclass PeriodicForceEffect
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{
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[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
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interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect;
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}
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}
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