include: Add ForceFeedbackMotor runtimeclass in windows.gaming.input.forcefeedback.idl.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Jacek Caban <jacek@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -751,6 +751,7 @@ SOURCES = \
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windns.h \
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windns.h \
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windows.foundation.collections.idl \
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windows.foundation.collections.idl \
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windows.foundation.idl \
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windows.foundation.idl \
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windows.gaming.input.forcefeedback.idl \
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windows.gaming.input.idl \
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windows.gaming.input.idl \
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windows.h \
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windows.h \
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windows.media.speechsynthesis.idl \
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windows.media.speechsynthesis.idl \
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@ -114,3 +114,12 @@ namespace Windows {
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}
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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 Foundation {
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declare {
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interface Windows.Foundation.AsyncOperationCompletedHandler<boolean>;
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interface Windows.Foundation.IAsyncOperation<boolean>;
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}
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}
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}
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@ -0,0 +1,116 @@
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/*
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* Copyright 2021 Rémi Bernon for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifdef __WIDL__
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#pragma winrt ns_prefix
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#endif
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import "inspectable.idl";
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import "asyncinfo.idl";
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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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}
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}
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