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>
This commit is contained in:
Rémi Bernon 2022-04-20 19:04:01 +02:00 committed by Alexandre Julliard
parent 8421f1ec8b
commit b1998870df
1 changed files with 64 additions and 86 deletions

View File

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