include: Add Windows.Gaming.Input.ForceFeedback.ConditionForceEffect runtimeclass declaration.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -32,11 +32,15 @@ namespace Windows.Gaming.Input.ForceFeedback {
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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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runtimeclass ForceFeedbackMotor;
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runtimeclass PeriodicForceEffect;
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runtimeclass ConditionForceEffect;
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declare {
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interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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@ -86,6 +90,15 @@ namespace Windows.Gaming.Input.ForceFeedback {
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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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@ -152,6 +165,31 @@ namespace Windows.Gaming.Input.ForceFeedback {
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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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marshaling_behavior(agile),
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@ -173,4 +211,16 @@ 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.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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