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