include: Add Windows.Gaming.Input.ForceFeedback.RampForce runtimeclass declaration.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -39,10 +39,12 @@ namespace Windows.Gaming.Input.ForceFeedback {
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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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@ -207,6 +209,22 @@ namespace Windows.Gaming.Input.ForceFeedback {
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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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@ -252,4 +270,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
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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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