include: Add Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect 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 08:26:31 +02:00 committed by Alexandre Julliard
parent a99d46b5e3
commit cc6358b37a
1 changed files with 56 additions and 0 deletions

View File

@ -25,13 +25,18 @@ import "asyncinfo.idl";
import "eventtoken.idl";
import "windowscontracts.idl";
import "windows.foundation.idl";
import "windows.foundation.numerics.idl";
namespace Windows.Gaming.Input.ForceFeedback {
typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
typedef enum PeriodicForceEffectKind PeriodicForceEffectKind;
interface IForceFeedbackEffect;
interface IPeriodicForceEffect;
interface IPeriodicForceEffectFactory;
runtimeclass ForceFeedbackMotor;
runtimeclass PeriodicForceEffect;
declare {
interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
@ -71,6 +76,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
EffectNotSupported = 2
};
[contract(Windows.Foundation.UniversalApiContract, 3.0)]
enum PeriodicForceEffectKind
{
SquareWave = 0,
SineWave = 1,
TriangleWave = 2,
SawtoothWaveUp = 3,
SawtoothWaveDown = 4,
};
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89)
@ -108,6 +123,35 @@ namespace Windows.Gaming.Input.ForceFeedback {
[out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
}
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
uuid(5c5138d7-fc75-4d52-9a0a-efe4cab5fe64)
]
interface IPeriodicForceEffect : IInspectable
requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
{
[propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind *value);
HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
[in] FLOAT bias, [in] Windows.Foundation.TimeSpan duration);
HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
[in] FLOAT bias, [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),
exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
uuid(6f62eb1a-9851-477b-b318-35ecaa15070f)
]
interface IPeriodicForceEffectFactory : IInspectable
{
HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind kind,
[out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect **value);
}
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
marshaling_behavior(agile),
@ -117,4 +161,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
{
[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
}
[
activatable(Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0),
contract(Windows.Foundation.UniversalApiContract, 3.0),
marshaling_behavior(agile),
threading(both)
]
runtimeclass PeriodicForceEffect
{
[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect;
}
}