include: Add Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect interface declaration.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2022-04-20 19:04:02 +02:00 committed by Alexandre Julliard
parent b1998870df
commit 36b45c6d1c
1 changed files with 23 additions and 0 deletions

View File

@ -28,6 +28,7 @@ import "windows.foundation.idl";
namespace Windows.Gaming.Input.ForceFeedback {
typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
interface IForceFeedbackEffect;
runtimeclass ForceFeedbackMotor;
@ -50,6 +51,15 @@ namespace Windows.Gaming.Input.ForceFeedback {
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
{
@ -58,6 +68,19 @@ namespace Windows.Gaming.Input.ForceFeedback {
EffectNotSupported = 2
};
[
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),