wine/include/windows.gaming.input.idl
Rémi Bernon 76998f82de include: Add Gamepad runtimeclass in windows.gaming.input.idl.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Jacek Caban <jacek@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2021-03-17 15:37:45 +01:00

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5.8 KiB
Text

/*
* Copyright 2021 Rémi 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
*/
#ifdef __WIDL__
#pragma winrt ns_prefix
#endif
import "eventtoken.idl";
import "inspectable.idl";
import "windows.foundation.idl";
namespace Windows {
namespace Gaming {
namespace Input {
typedef enum GamepadButtons GamepadButtons;
typedef struct GamepadReading GamepadReading;
typedef struct GamepadVibration GamepadVibration;
interface IGameController;
interface IGameControllerBatteryInfo;
interface IGamepad;
interface IGamepad2;
interface IGamepadStatics;
interface IGamepadStatics2;
runtimeclass Gamepad;
}
}
}
namespace Windows {
namespace Gaming {
namespace Input {
declare {
interface Windows.Foundation.EventHandler<Windows.Gaming.Input.Gamepad*>;
interface Windows.Foundation.Collections.IVectorView<Gamepad*>;
}
}
}
}
namespace Windows {
namespace Gaming {
namespace Input {
[
contract(Windows.Foundation.UniversalApiContract, 1.0),
flags
]
enum GamepadButtons
{
None = 0x0,
Menu = 0x1,
View = 0x2,
A = 0x4,
B = 0x8,
X = 0x10,
Y = 0x20,
DPadUp = 0x40,
DPadDown = 0x80,
DPadLeft = 0x100,
DPadRight = 0x200,
LeftShoulder = 0x400,
RightShoulder = 0x800,
LeftThumbstick = 0x1000,
RightThumbstick = 0x2000,
[contract(Windows.Foundation.UniversalApiContract, 3.0)]
Paddle1 = 0x4000,
[contract(Windows.Foundation.UniversalApiContract, 3.0)]
Paddle2 = 0x8000,
[contract(Windows.Foundation.UniversalApiContract, 3.0)]
Paddle3 = 0x10000,
[contract(Windows.Foundation.UniversalApiContract, 3.0)]
Paddle4 = 0x20000
};
[contract(Windows.Foundation.UniversalApiContract, 1.0)]
struct GamepadReading
{
UINT64 Timestamp;
Windows.Gaming.Input.GamepadButtons Buttons;
DOUBLE LeftTrigger;
DOUBLE RightTrigger;
DOUBLE LeftThumbstickX;
DOUBLE LeftThumbstickY;
DOUBLE RightThumbstickX;
DOUBLE RightThumbstickY;
};
[contract(Windows.Foundation.UniversalApiContract, 1.0)]
struct GamepadVibration
{
DOUBLE LeftMotor;
DOUBLE RightMotor;
DOUBLE LeftTrigger;
DOUBLE RightTrigger;
};
[
contract(Windows.Foundation.UniversalApiContract, 1.0),
exclusiveto(Windows.Gaming.Input.Gamepad),
uuid(bc7bb43c-0a69-3903-9e9d-a50f86a45de5)
]
interface IGamepad : IInspectable
requires Windows.Gaming.Input.IGameController
{
[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);
}
[
object,
uuid(8bbce529-d49c-39e9-9560-e47dde96b7c8)
]
interface IGamepadStatics : IInspectable
{
[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);
[eventremove] HRESULT GamepadRemoved([in] EventRegistrationToken token);
[propget] HRESULT Gamepads([out, retval] Windows.Foundation.Collections.IVectorView<Gamepad*> **value);
}
[
contract(Windows.Foundation.UniversalApiContract, 1.0),
marshaling_behavior(agile),
static(Windows.Gaming.Input.IGamepadStatics, Windows.Foundation.UniversalApiContract, 1.0),
static(Windows.Gaming.Input.IGamepadStatics2, Windows.Foundation.UniversalApiContract, 4.0),
threading(both)
]
runtimeclass Gamepad
{
[default] interface Windows.Gaming.Input.IGamepad;
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;
}
}
}
}