include: Add Windows.Gaming.Input.ForceFeedback.ConstantForce runtimeclass declaration.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2022-04-27 08:26:33 +02:00 committed by Alexandre Julliard
parent 4793ce744c
commit 7c99bdfe3c
1 changed files with 29 additions and 0 deletions

View File

@ -38,9 +38,11 @@ namespace Windows.Gaming.Input.ForceFeedback {
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>;
@ -190,6 +192,21 @@ namespace Windows.Gaming.Input.ForceFeedback {
[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),
@ -223,4 +240,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
[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;
}
}