wine/dlls/windows.gaming.input/provider.idl
Rémi Bernon 37abfa73f2 windows.gaming.input: Implement IConditionForceEffect_SetParameters.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-05-18 21:46:33 +02:00

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7.3 KiB
Text

/*
* Copyright 2022 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
*/
#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<T> */
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;
}
}