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