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git://source.winehq.org/git/wine.git
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922cf81c91
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
287 lines
13 KiB
Text
287 lines
13 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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#ifndef DO_NO_IMPORTS
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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.foundation.numerics.idl";
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#endif
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namespace Windows.Gaming.Input.ForceFeedback {
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typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
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typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
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typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
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typedef enum PeriodicForceEffectKind PeriodicForceEffectKind;
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typedef enum ConditionForceEffectKind ConditionForceEffectKind;
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interface IForceFeedbackEffect;
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interface IPeriodicForceEffect;
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interface IPeriodicForceEffectFactory;
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interface IConditionForceEffect;
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interface IConditionForceEffectFactory;
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interface IConstantForceEffect;
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interface IRampForceEffect;
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runtimeclass ForceFeedbackMotor;
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runtimeclass PeriodicForceEffect;
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runtimeclass ConditionForceEffect;
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runtimeclass ConstantForceEffect;
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runtimeclass RampForceEffect;
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declare {
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interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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interface Windows.Foundation.Collections.IIterator<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
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interface Windows.Foundation.Collections.IIterable<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
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interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
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interface Windows.Foundation.Collections.IVector<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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flags
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]
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enum ForceFeedbackEffectAxes
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{
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None = 0x0,
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X = 0x1,
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Y = 0x2,
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Z = 0x4
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum ForceFeedbackEffectState
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{
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Stopped = 0,
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Running = 1,
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Paused = 2,
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Faulted = 3,
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum ForceFeedbackLoadEffectResult
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{
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Succeeded = 0,
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EffectStorageFull = 1,
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EffectNotSupported = 2
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum PeriodicForceEffectKind
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{
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SquareWave = 0,
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SineWave = 1,
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TriangleWave = 2,
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SawtoothWaveUp = 3,
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SawtoothWaveDown = 4,
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum ConditionForceEffectKind
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{
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Spring = 0,
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Damper = 1,
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Inertia = 2,
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Friction = 3,
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};
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89)
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]
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interface IForceFeedbackEffect : IInspectable
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{
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[propget] HRESULT Gain([out, retval] DOUBLE *value);
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[propput] HRESULT Gain([in] DOUBLE value);
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[propget] HRESULT State([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectState *value);
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HRESULT Start();
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HRESULT Stop();
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor),
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uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5)
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]
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interface IForceFeedbackMotor : IInspectable
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{
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[propget] HRESULT AreEffectsPaused([out, retval] boolean *value);
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[propget] HRESULT MasterGain([out, retval] DOUBLE *value);
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[propput] HRESULT MasterGain([in] DOUBLE value);
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[propget] HRESULT IsEnabled([out, retval] boolean *value);
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[propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes *value);
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HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
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[out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult> **async_op);
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HRESULT PauseAllEffects();
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HRESULT ResumeAllEffects();
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HRESULT StopAllEffects();
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HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
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HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
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HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
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HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
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[out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
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uuid(5c5138d7-fc75-4d52-9a0a-efe4cab5fe64)
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]
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interface IPeriodicForceEffect : IInspectable
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requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
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{
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[propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind *value);
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HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
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[in] FLOAT bias, [in] Windows.Foundation.TimeSpan duration);
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HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
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[in] FLOAT bias, [in] FLOAT attack_gain, [in] FLOAT sustain_gain, [in] FLOAT release_gain,
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[in] Windows.Foundation.TimeSpan start_delay, [in] Windows.Foundation.TimeSpan attack_duration,
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[in] Windows.Foundation.TimeSpan sustain_duration, [in] Windows.Foundation.TimeSpan release_duration,
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[in] UINT32 repeat_count);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
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uuid(6f62eb1a-9851-477b-b318-35ecaa15070f)
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]
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interface IPeriodicForceEffectFactory : IInspectable
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{
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HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind kind,
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[out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect **value);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect),
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uuid(32d1ea68-3695-4e69-85c0-cd1944189140)
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]
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interface IConditionForceEffect : IInspectable
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requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
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{
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[propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind *value);
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HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 direction, [in] FLOAT positive_coeff,
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[in] FLOAT negative_coeff, [in] FLOAT max_positive_magnitude, [in] FLOAT max_negative_magnitude,
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[in] FLOAT deadzone, [in] FLOAT bias);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect),
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uuid(91a99264-1810-4eb6-a773-bfd3b8cddbab)
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]
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interface IConditionForceEffectFactory : IInspectable
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{
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HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind kind,
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[out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffect **value);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.ConstantForceEffect),
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uuid(9bfa0140-f3c7-415c-b068-0f068734bce0)
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]
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interface IConstantForceEffect : IInspectable
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requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
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{
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HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] Windows.Foundation.TimeSpan duration);
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HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT attack_gain,
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[in] FLOAT sustain_gain, [in] FLOAT release_gain, [in] Windows.Foundation.TimeSpan start_delay,
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[in] Windows.Foundation.TimeSpan attack_duration, [in] Windows.Foundation.TimeSpan sustain_duration,
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[in] Windows.Foundation.TimeSpan release_duration, [in] UINT32 repeat_count);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.RampForceEffect),
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uuid(f1f81259-1ca6-4080-b56d-b43f3354d052)
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]
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interface IRampForceEffect : IInspectable
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requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
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{
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HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 start_vector, [in] Windows.Foundation.Numerics.Vector3 end_vector,
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[in] Windows.Foundation.TimeSpan duration);
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HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 start_vector, [in] Windows.Foundation.Numerics.Vector3 end_vector,
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[in] FLOAT attack_gain, [in] FLOAT sustain_gain, [in] FLOAT release_gain, [in] Windows.Foundation.TimeSpan start_delay,
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[in] Windows.Foundation.TimeSpan attack_duration, [in] Windows.Foundation.TimeSpan sustain_duration,
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[in] Windows.Foundation.TimeSpan release_duration, [in] UINT32 repeat_count);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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marshaling_behavior(agile),
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threading(both)
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]
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runtimeclass ForceFeedbackMotor
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{
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[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
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}
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[
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activatable(Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0),
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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marshaling_behavior(agile),
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threading(both)
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]
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runtimeclass PeriodicForceEffect
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{
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[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
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interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect;
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}
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[
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activatable(Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0),
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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marshaling_behavior(agile),
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threading(both)
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]
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runtimeclass ConditionForceEffect
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{
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[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
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interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffect;
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}
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[
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activatable(Windows.Foundation.UniversalApiContract, 3.0),
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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marshaling_behavior(agile),
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threading(both)
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]
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runtimeclass ConstantForceEffect
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{
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[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
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interface Windows.Gaming.Input.ForceFeedback.IConstantForceEffect;
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}
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[
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activatable(Windows.Foundation.UniversalApiContract, 3.0),
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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marshaling_behavior(agile),
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threading(both)
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]
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runtimeclass RampForceEffect
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{
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[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
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interface Windows.Gaming.Input.ForceFeedback.IRampForceEffect;
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}
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}
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