include: Add Gamepad runtimeclass in windows.gaming.input.idl.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Jacek Caban <jacek@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -750,6 +750,7 @@ SOURCES = \
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windns.h \
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windows.foundation.collections.idl \
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windows.foundation.idl \
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windows.gaming.input.idl \
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windows.h \
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windows.media.speechsynthesis.idl \
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windowscontracts.idl \
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@ -0,0 +1,153 @@
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/*
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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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import "eventtoken.idl";
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import "inspectable.idl";
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import "windows.foundation.idl";
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namespace Windows {
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namespace Gaming {
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namespace Input {
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typedef enum GamepadButtons GamepadButtons;
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typedef struct GamepadReading GamepadReading;
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typedef struct GamepadVibration GamepadVibration;
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interface IGameController;
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interface IGameControllerBatteryInfo;
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interface IGamepad;
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interface IGamepad2;
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interface IGamepadStatics;
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interface IGamepadStatics2;
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runtimeclass Gamepad;
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}
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}
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}
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namespace Windows {
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namespace Gaming {
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namespace Input {
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declare {
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interface Windows.Foundation.EventHandler<Windows.Gaming.Input.Gamepad*>;
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interface Windows.Foundation.Collections.IVectorView<Gamepad*>;
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}
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}
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}
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}
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namespace Windows {
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namespace Gaming {
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namespace Input {
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[
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contract(Windows.Foundation.UniversalApiContract, 1.0),
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flags
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]
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enum GamepadButtons
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{
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None = 0x0,
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Menu = 0x1,
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View = 0x2,
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A = 0x4,
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B = 0x8,
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X = 0x10,
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Y = 0x20,
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DPadUp = 0x40,
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DPadDown = 0x80,
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DPadLeft = 0x100,
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DPadRight = 0x200,
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LeftShoulder = 0x400,
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RightShoulder = 0x800,
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LeftThumbstick = 0x1000,
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RightThumbstick = 0x2000,
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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Paddle1 = 0x4000,
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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Paddle2 = 0x8000,
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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Paddle3 = 0x10000,
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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Paddle4 = 0x20000
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};
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[contract(Windows.Foundation.UniversalApiContract, 1.0)]
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struct GamepadReading
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{
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UINT64 Timestamp;
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Windows.Gaming.Input.GamepadButtons Buttons;
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DOUBLE LeftTrigger;
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DOUBLE RightTrigger;
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DOUBLE LeftThumbstickX;
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DOUBLE LeftThumbstickY;
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DOUBLE RightThumbstickX;
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DOUBLE RightThumbstickY;
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};
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[contract(Windows.Foundation.UniversalApiContract, 1.0)]
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struct GamepadVibration
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{
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DOUBLE LeftMotor;
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DOUBLE RightMotor;
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DOUBLE LeftTrigger;
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DOUBLE RightTrigger;
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};
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[
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contract(Windows.Foundation.UniversalApiContract, 1.0),
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exclusiveto(Windows.Gaming.Input.Gamepad),
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uuid(bc7bb43c-0a69-3903-9e9d-a50f86a45de5)
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]
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interface IGamepad : IInspectable
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requires Windows.Gaming.Input.IGameController
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{
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[propget] HRESULT Vibration([out, retval] Windows.Gaming.Input.GamepadVibration* value);
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[propput] HRESULT Vibration([in] Windows.Gaming.Input.GamepadVibration value);
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HRESULT GetCurrentReading([out, retval] Windows.Gaming.Input.GamepadReading* value);
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}
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[
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object,
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uuid(8bbce529-d49c-39e9-9560-e47dde96b7c8)
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]
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interface IGamepadStatics : IInspectable
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{
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[eventadd] HRESULT GamepadAdded([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token);
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[eventremove] HRESULT GamepadAdded([in] EventRegistrationToken token);
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[eventadd] HRESULT GamepadRemoved([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token);
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[eventremove] HRESULT GamepadRemoved([in] EventRegistrationToken token);
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[propget] HRESULT Gamepads([out, retval] Windows.Foundation.Collections.IVectorView<Gamepad*> **value);
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 1.0),
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marshaling_behavior(agile),
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static(Windows.Gaming.Input.IGamepadStatics, Windows.Foundation.UniversalApiContract, 1.0),
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static(Windows.Gaming.Input.IGamepadStatics2, Windows.Foundation.UniversalApiContract, 4.0),
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threading(both)
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]
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runtimeclass Gamepad
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{
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[default] interface Windows.Gaming.Input.IGamepad;
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interface Windows.Gaming.Input.IGameController;
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[contract(Windows.Foundation.UniversalApiContract, 3.0)] interface Windows.Gaming.Input.IGamepad2;
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[contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo;
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}
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}
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}
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}
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