/* * Copyright 2022 RĂ©mi Bernon for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #pragma makedep header #ifdef __WIDL__ #pragma winrt ns_prefix #endif import "propidl.idl"; import "inspectable.idl"; import "asyncinfo.idl"; import "eventtoken.idl"; import "windowscontracts.idl"; import "windows.foundation.idl"; import "windows.gaming.input.idl"; import "windows.gaming.input.custom.idl"; import "windows.gaming.input.forcefeedback.idl"; namespace Windows.Gaming.Input.Custom { typedef enum WineGameControllerType WineGameControllerType; typedef enum WineForceFeedbackEffectType WineForceFeedbackEffectType; typedef struct WineGameControllerState WineGameControllerState; typedef struct WineGameControllerVibration WineGameControllerVibration; typedef struct WineConditionEffectParameters WineConditionEffectParameters; typedef struct WineConstantEffectParameters WineConstantEffectParameters; typedef struct WineRampEffectParameters WineRampEffectParameters; typedef struct WinePeriodicEffectParameters WinePeriodicEffectParameters; typedef struct WineForceFeedbackEffectEnvelope WineForceFeedbackEffectEnvelope; typedef union WineForceFeedbackEffectParameters WineForceFeedbackEffectParameters; interface IWineGameControllerProvider; runtimeclass WineGameControllerProvider; /* type-pruning version of AsyncOperationCompletedHandler */ delegate HRESULT WineAsyncOperationCompletedHandler([in] IInspectable *async, [in] AsyncStatus status); enum WineGameControllerType { Joystick = 0, Gamepad = 1, RacingWheel = 2, }; enum WineForceFeedbackEffectType { Constant = 1, Ramp = 2, Periodic = 10, /* same order as PeriodicForceEffectKind */ Periodic_SquareWave = 10, Periodic_SineWave = 11, Periodic_TriangleWave = 12, Periodic_SawtoothWaveUp = 13, Periodic_SawtoothWaveDown = 14, Condition = 20, /* same order as ConditionForceEffectKind */ Condition_Spring = 20, Condition_Damper = 21, Condition_Inertia = 22, Condition_Friction = 23, }; struct WineGameControllerState { UINT64 timestamp; DOUBLE axes[32]; BOOLEAN buttons[128]; Windows.Gaming.Input.GameControllerSwitchPosition switches[4]; }; struct WineGameControllerVibration { UINT16 rumble; UINT16 buzz; UINT16 left; UINT16 right; }; struct WineConditionEffectParameters { WineForceFeedbackEffectType type; Windows.Foundation.Numerics.Vector3 direction; FLOAT positive_coeff; FLOAT negative_coeff; FLOAT max_positive_magnitude; FLOAT max_negative_magnitude; FLOAT deadzone; FLOAT bias; }; struct WineConstantEffectParameters { WineForceFeedbackEffectType type; Windows.Foundation.Numerics.Vector3 direction; Windows.Foundation.TimeSpan duration; Windows.Foundation.TimeSpan start_delay; UINT32 repeat_count; FLOAT gain; }; struct WineRampEffectParameters { WineForceFeedbackEffectType type; Windows.Foundation.Numerics.Vector3 start_vector; Windows.Foundation.Numerics.Vector3 end_vector; Windows.Foundation.TimeSpan duration; Windows.Foundation.TimeSpan start_delay; UINT32 repeat_count; FLOAT gain; }; struct WinePeriodicEffectParameters { WineForceFeedbackEffectType type; Windows.Foundation.Numerics.Vector3 direction; Windows.Foundation.TimeSpan duration; Windows.Foundation.TimeSpan start_delay; UINT32 repeat_count; FLOAT frequency; FLOAT phase; FLOAT bias; FLOAT gain; }; struct WineForceFeedbackEffectEnvelope { FLOAT attack_gain; FLOAT release_gain; Windows.Foundation.TimeSpan attack_duration; Windows.Foundation.TimeSpan release_duration; }; union WineForceFeedbackEffectParameters { WineForceFeedbackEffectType type; WineConditionEffectParameters condition; WineConstantEffectParameters constant; WineRampEffectParameters ramp; WinePeriodicEffectParameters periodic; }; [ uuid(06e58977-7684-4dc5-bad1-cda52a4aa06d) ] interface IGameControllerImpl : IInspectable requires Windows.Gaming.Input.Custom.IGameControllerInputSink { HRESULT Initialize([in] Windows.Gaming.Input.IGameController *outer, [in] Windows.Gaming.Input.Custom.IGameControllerProvider *provider); } [ exclusiveto(Windows.Gaming.Input.Custom.WineGameControllerProvider), uuid(8967b6ef-a4de-4b9a-984a-9f920b4d1b26) ] interface IWineGameControllerProvider : IInspectable requires Windows.Gaming.Input.Custom.IGameControllerProvider { [propget] HRESULT Type([out, retval] WineGameControllerType *value); [propget] HRESULT AxisCount([out, retval] INT32 *value); [propget] HRESULT ButtonCount([out, retval] INT32 *value); [propget] HRESULT SwitchCount([out, retval] INT32 *value); [propget] HRESULT State([out, retval] WineGameControllerState *state); [propget] HRESULT Vibration([out, retval] WineGameControllerVibration *vibration); [propput] HRESULT Vibration([in] WineGameControllerVibration vibration); [propget] HRESULT ForceFeedbackMotor([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor **motor); } [ uuid(27833469-7760-417e-adbe-e011a66e16ee) ] interface IWineForceFeedbackEffectImpl : IUnknown requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect { [propput] HRESULT Parameters([in] WineForceFeedbackEffectParameters parameters, [in, optional] WineForceFeedbackEffectEnvelope *envelope); } [ uuid(83f377ee-c799-11ec-9d64-0242ac120002) ] interface IWineAsyncInfoImpl : IUnknown { [propput] HRESULT Completed([in] WineAsyncOperationCompletedHandler *handler); [propget] HRESULT Completed([out, retval] WineAsyncOperationCompletedHandler **handler); [propget] HRESULT Result([out, retval] PROPVARIANT *result); HRESULT Start(); } [ marshaling_behavior(agile), threading(both) ] runtimeclass WineGameControllerProvider { [default] interface Windows.Gaming.Input.Custom.IWineGameControllerProvider; interface Windows.Gaming.Input.Custom.IGameControllerProvider; } }