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3a7d95135f
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Jacek Caban <jacek@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
358 lines
16 KiB
Text
358 lines
16 KiB
Text
/*
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* Copyright 2021 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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#ifdef __WIDL__
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#pragma winrt ns_prefix
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#endif
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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.forcefeedback.idl";
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import "windows.system.idl";
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namespace Windows {
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namespace Gaming {
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namespace Input {
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typedef enum GamepadButtons GamepadButtons;
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typedef enum GameControllerButtonLabel GameControllerButtonLabel;
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typedef enum GameControllerSwitchKind GameControllerSwitchKind;
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typedef enum GameControllerSwitchPosition GameControllerSwitchPosition;
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typedef struct GamepadReading GamepadReading;
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typedef struct GamepadVibration GamepadVibration;
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interface IGameController;
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interface IGameControllerBatteryInfo;
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interface IGamepad;
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interface IGamepad2;
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interface IGamepadStatics;
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interface IGamepadStatics2;
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interface IRawGameController;
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interface IRawGameController2;
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runtimeclass Gamepad;
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runtimeclass Headset;
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runtimeclass RawGameController;
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}
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}
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}
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namespace Windows {
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namespace Gaming {
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namespace Input {
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declare {
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interface Windows.Foundation.EventHandler<Windows.Gaming.Input.Gamepad*>;
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interface Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*>;
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interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>;
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interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.System.UserChangedEventArgs*>;
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interface Windows.Foundation.Collections.IVectorView<Gamepad*>;
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interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController*>;
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}
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}
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}
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}
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namespace Windows {
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namespace Gaming {
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namespace Input {
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[
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contract(Windows.Foundation.UniversalApiContract, 1.0),
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flags
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]
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enum GamepadButtons
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{
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None = 0x0,
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Menu = 0x1,
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View = 0x2,
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A = 0x4,
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B = 0x8,
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X = 0x10,
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Y = 0x20,
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DPadUp = 0x40,
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DPadDown = 0x80,
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DPadLeft = 0x100,
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DPadRight = 0x200,
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LeftShoulder = 0x400,
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RightShoulder = 0x800,
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LeftThumbstick = 0x1000,
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RightThumbstick = 0x2000,
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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Paddle1 = 0x4000,
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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Paddle2 = 0x8000,
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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Paddle3 = 0x10000,
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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Paddle4 = 0x20000
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum GameControllerButtonLabel
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{
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None = 0,
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XboxBack = 1,
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XboxStart = 2,
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XboxMenu = 3,
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XboxView = 4,
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XboxUp = 5,
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XboxDown = 6,
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XboxLeft = 7,
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XboxRight = 8,
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XboxA = 9,
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XboxB = 10,
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XboxX = 11,
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XboxY = 12,
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XboxLeftBumper = 13,
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XboxLeftTrigger = 14,
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XboxLeftStickButton = 15,
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XboxRightBumper = 16,
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XboxRightTrigger = 17,
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XboxRightStickButton = 18,
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XboxPaddle1 = 19,
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XboxPaddle2 = 20,
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XboxPaddle3 = 21,
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XboxPaddle4 = 22,
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Mode = 23,
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Select = 24,
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Menu = 25,
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View = 26,
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Back = 27,
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Start = 28,
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Options = 29,
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Share = 30,
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Up = 31,
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Down = 32,
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Left = 33,
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Right = 34,
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LetterA = 35,
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LetterB = 36,
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LetterC = 37,
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LetterL = 38,
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LetterR = 39,
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LetterX = 40,
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LetterY = 41,
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LetterZ = 42,
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Cross = 43,
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Circle = 44,
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Square = 45,
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Triangle = 46,
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LeftBumper = 47,
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LeftTrigger = 48,
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LeftStickButton = 49,
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Left1 = 50,
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Left2 = 51,
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Left3 = 52,
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RightBumper = 53,
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RightTrigger = 54,
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RightStickButton = 55,
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Right1 = 56,
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Right2 = 57,
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Right3 = 58,
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Paddle1 = 59,
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Paddle2 = 60,
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Paddle3 = 61,
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Paddle4 = 62,
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Plus = 63,
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Minus = 64,
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DownLeftArrow = 65,
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DialLeft = 66,
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DialRight = 67,
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Suspension = 68
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};
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[contract(Windows.Foundation.UniversalApiContract, 4.0)]
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enum GameControllerSwitchKind
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{
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TwoWay = 0,
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FourWay = 1,
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EightWay = 2
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};
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[contract(Windows.Foundation.UniversalApiContract, 4.0)]
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enum GameControllerSwitchPosition
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{
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Center = 0,
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Up = 1,
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UpRight = 2,
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Right = 3,
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DownRight = 4,
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Down = 5,
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DownLeft = 6,
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Left = 7,
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UpLeft = 8
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};
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[contract(Windows.Foundation.UniversalApiContract, 1.0)]
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struct GamepadReading
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{
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UINT64 Timestamp;
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Windows.Gaming.Input.GamepadButtons Buttons;
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DOUBLE LeftTrigger;
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DOUBLE RightTrigger;
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DOUBLE LeftThumbstickX;
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DOUBLE LeftThumbstickY;
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DOUBLE RightThumbstickX;
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DOUBLE RightThumbstickY;
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};
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[contract(Windows.Foundation.UniversalApiContract, 1.0)]
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struct GamepadVibration
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{
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DOUBLE LeftMotor;
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DOUBLE RightMotor;
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DOUBLE LeftTrigger;
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DOUBLE RightTrigger;
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};
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[
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contract(Windows.Foundation.UniversalApiContract, 1.0),
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uuid(1baf6522-5f64-42c5-8267-b9fe2215bfbd)
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]
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interface IGameController : IInspectable
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{
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[eventadd] HRESULT HeadsetConnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>* handler,
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[out, retval] EventRegistrationToken* token);
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[eventremove] HRESULT HeadsetConnected([in] EventRegistrationToken token);
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[eventadd] HRESULT HeadsetDisconnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>* handler,
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[out, retval] EventRegistrationToken* token);
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[eventremove] HRESULT HeadsetDisconnected([in] EventRegistrationToken token);
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[eventadd] HRESULT UserChanged([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.System.UserChangedEventArgs*>* handler,
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[out, retval] EventRegistrationToken* token);
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[eventremove] HRESULT UserChanged([in] EventRegistrationToken token);
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[propget] HRESULT Headset([out, retval] Windows.Gaming.Input.Headset** value);
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[propget] HRESULT IsWireless([out, retval] boolean* value);
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[propget] HRESULT User([out, retval] Windows.System.User** value);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 1.0),
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exclusiveto(Windows.Gaming.Input.Gamepad),
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uuid(bc7bb43c-0a69-3903-9e9d-a50f86a45de5)
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]
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interface IGamepad : IInspectable
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requires Windows.Gaming.Input.IGameController
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{
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[propget] HRESULT Vibration([out, retval] Windows.Gaming.Input.GamepadVibration* value);
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[propput] HRESULT Vibration([in] Windows.Gaming.Input.GamepadVibration value);
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HRESULT GetCurrentReading([out, retval] Windows.Gaming.Input.GamepadReading* value);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 4.0),
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exclusiveto(Windows.Gaming.Input.RawGameController),
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uuid(7cad6d91-a7e1-4f71-9a78-33e9c5dfea62)
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]
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interface IRawGameController : IInspectable
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requires Windows.Gaming.Input.IGameController
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{
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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 ForceFeedbackMotors([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor*>** value);
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[propget] HRESULT HardwareProductId([out, retval] UINT16* value);
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[propget] HRESULT HardwareVendorId([out, retval] UINT16* value);
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[propget] HRESULT SwitchCount([out, retval] INT32* value);
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HRESULT GetButtonLabel([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerButtonLabel* value);
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HRESULT GetCurrentReading([in] UINT32 buttons_size, [out, size_is(buttons_size)] boolean* buttons,
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[in] UINT32 switches_size, [out, size_is(switches_size)] Windows.Gaming.Input.GameControllerSwitchPosition* switches,
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[in] UINT32 axes_size, [out, size_is(axes_size)] DOUBLE* axes,
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[out, retval] UINT64* timestamp);
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HRESULT GetSwitchKind([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerSwitchKind* value);
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}
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[
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object,
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uuid(8bbce529-d49c-39e9-9560-e47dde96b7c8)
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]
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interface IGamepadStatics : IInspectable
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{
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[eventadd] HRESULT GamepadAdded([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token);
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[eventremove] HRESULT GamepadAdded([in] EventRegistrationToken token);
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[eventadd] HRESULT GamepadRemoved([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token);
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[eventremove] HRESULT GamepadRemoved([in] EventRegistrationToken token);
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[propget] HRESULT Gamepads([out, retval] Windows.Foundation.Collections.IVectorView<Gamepad*> **value);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 1.0),
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exclusiveto(Windows.Gaming.Input.Headset),
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uuid(3fd156ef-6925-3fa8-9181-029c5223ae3b)
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]
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interface IHeadset : IInspectable
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{
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[propget] HRESULT CaptureDeviceId([out, retval] HSTRING* value);
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[propget] HRESULT RenderDeviceId([out, retval] HSTRING* value);
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}
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[
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object,
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uuid(eb8d0792-e95a-4b19-afc7-0a59f8bf759e)
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]
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interface IRawGameControllerStatics : IInspectable
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{
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[eventadd] HRESULT RawGameControllerAdded([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*> *handler,
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[out, retval] EventRegistrationToken* token);
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[eventremove] HRESULT RawGameControllerAdded([in] EventRegistrationToken token);
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[eventadd] HRESULT RawGameControllerRemoved([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*> *handler,
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[out, retval] EventRegistrationToken* token);
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[eventremove] HRESULT RawGameControllerRemoved([in] EventRegistrationToken token);
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[propget] HRESULT RawGameControllers([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController*> **value);
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HRESULT FromGameController([in] Windows.Gaming.Input.IGameController *game_controller, [out, retval] Windows.Gaming.Input.RawGameController **value);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 1.0),
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marshaling_behavior(agile),
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static(Windows.Gaming.Input.IGamepadStatics, Windows.Foundation.UniversalApiContract, 1.0),
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static(Windows.Gaming.Input.IGamepadStatics2, Windows.Foundation.UniversalApiContract, 4.0),
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threading(both)
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]
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runtimeclass Gamepad
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{
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[default] interface Windows.Gaming.Input.IGamepad;
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interface Windows.Gaming.Input.IGameController;
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[contract(Windows.Foundation.UniversalApiContract, 3.0)] interface Windows.Gaming.Input.IGamepad2;
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[contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo;
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 1.0),
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marshaling_behavior(agile),
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threading(both)
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]
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runtimeclass Headset
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{
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[default] interface Windows.Gaming.Input.IHeadset;
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[contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo;
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 4.0),
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marshaling_behavior(agile),
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static(Windows.Gaming.Input.IRawGameControllerStatics, Windows.Foundation.UniversalApiContract, 4.0),
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threading(both)
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]
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runtimeclass RawGameController
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{
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[default] interface Windows.Gaming.Input.IRawGameController;
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interface Windows.Gaming.Input.IGameController;
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interface Windows.Gaming.Input.IGameControllerBatteryInfo;
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[contract(Windows.Foundation.UniversalApiContract, 5.0)] interface Windows.Gaming.Input.IRawGameController2;
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}
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}
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}
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}
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