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