include: Remove nested namespaces in windows.gaming.input.forcefeedback.idl.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -26,91 +26,69 @@ import "eventtoken.idl";
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import "windowscontracts.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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namespace ForceFeedback {
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typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
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typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
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interface IForceFeedbackEffect;
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runtimeclass ForceFeedbackMotor;
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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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namespace ForceFeedback {
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declare {
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interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor*>;
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}
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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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namespace ForceFeedback {
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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flags
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]
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enum ForceFeedbackEffectAxes
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{
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None = 0x0,
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X = 0x1,
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Y = 0x2,
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Z = 0x4
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum ForceFeedbackLoadEffectResult
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{
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Succeeded = 0,
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EffectStorageFull = 1,
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EffectNotSupported = 2
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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.ForceFeedbackMotor),
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uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5)
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]
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interface IForceFeedbackMotor : IInspectable
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{
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[propget] HRESULT AreEffectsPaused([out, retval] boolean* value);
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[propget] HRESULT MasterGain([out, retval] DOUBLE* value);
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[propput] HRESULT MasterGain([in] DOUBLE value);
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[propget] HRESULT IsEnabled([out, retval] boolean* value);
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[propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes* value);
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HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect* effect,
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[out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>** async_op);
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HRESULT PauseAllEffects();
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HRESULT ResumeAllEffects();
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HRESULT StopAllEffects();
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HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
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HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
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HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
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HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect* effect,
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[out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
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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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threading(both)
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]
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runtimeclass ForceFeedbackMotor
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{
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[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
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}
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}
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}
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namespace Windows.Gaming.Input.ForceFeedback {
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typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
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typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
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interface IForceFeedbackEffect;
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runtimeclass ForceFeedbackMotor;
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declare {
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interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
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interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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flags
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]
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enum ForceFeedbackEffectAxes
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{
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None = 0x0,
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X = 0x1,
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Y = 0x2,
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Z = 0x4
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum ForceFeedbackLoadEffectResult
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{
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Succeeded = 0,
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EffectStorageFull = 1,
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EffectNotSupported = 2
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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.ForceFeedbackMotor),
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uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5)
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]
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interface IForceFeedbackMotor : IInspectable
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{
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[propget] HRESULT AreEffectsPaused([out, retval] boolean *value);
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[propget] HRESULT MasterGain([out, retval] DOUBLE *value);
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[propput] HRESULT MasterGain([in] DOUBLE value);
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[propget] HRESULT IsEnabled([out, retval] boolean *value);
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[propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes *value);
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HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
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[out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult> **async_op);
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HRESULT PauseAllEffects();
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HRESULT ResumeAllEffects();
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HRESULT StopAllEffects();
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HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
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HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
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HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
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HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
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[out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
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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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threading(both)
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]
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runtimeclass ForceFeedbackMotor
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{
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[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
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}
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}
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