/* * Copyright 2021 RĂ©mi Bernon for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifdef __WIDL__ #pragma winrt ns_prefix #endif import "inspectable.idl"; 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; typedef enum ConditionForceEffectKind ConditionForceEffectKind; interface IForceFeedbackEffect; interface IPeriodicForceEffect; interface IPeriodicForceEffectFactory; interface IConditionForceEffect; interface IConditionForceEffectFactory; interface IConstantForceEffect; runtimeclass ForceFeedbackMotor; runtimeclass PeriodicForceEffect; runtimeclass ConditionForceEffect; runtimeclass ConstantForceEffect; declare { interface Windows.Foundation.AsyncOperationCompletedHandler; interface Windows.Foundation.IAsyncOperation; interface Windows.Foundation.Collections.IIterator; interface Windows.Foundation.Collections.IIterable; interface Windows.Foundation.Collections.IVectorView; interface Windows.Foundation.Collections.IVector; } [ contract(Windows.Foundation.UniversalApiContract, 3.0), flags ] enum ForceFeedbackEffectAxes { None = 0x0, X = 0x1, Y = 0x2, Z = 0x4 }; [contract(Windows.Foundation.UniversalApiContract, 3.0)] enum ForceFeedbackEffectState { Stopped = 0, Running = 1, Paused = 2, Faulted = 3, }; [contract(Windows.Foundation.UniversalApiContract, 3.0)] enum ForceFeedbackLoadEffectResult { Succeeded = 0, EffectStorageFull = 1, 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)] enum ConditionForceEffectKind { Spring = 0, Damper = 1, Inertia = 2, Friction = 3, }; [ contract(Windows.Foundation.UniversalApiContract, 3.0), uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89) ] interface IForceFeedbackEffect : IInspectable { [propget] HRESULT Gain([out, retval] DOUBLE *value); [propput] HRESULT Gain([in] DOUBLE value); [propget] HRESULT State([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectState *value); HRESULT Start(); HRESULT Stop(); } [ 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 **async_op); HRESULT PauseAllEffects(); HRESULT ResumeAllEffects(); HRESULT StopAllEffects(); HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation **async_op); HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation **async_op); HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation **async_op); HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect, [out, retval] Windows.Foundation.IAsyncOperation **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), exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect), uuid(32d1ea68-3695-4e69-85c0-cd1944189140) ] interface IConditionForceEffect : IInspectable requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect { [propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind *value); HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 direction, [in] FLOAT positive_coeff, [in] FLOAT negative_coeff, [in] FLOAT max_positive_magnitude, [in] FLOAT max_negative_magnitude, [in] FLOAT deadzone, [in] FLOAT bias); } [ contract(Windows.Foundation.UniversalApiContract, 3.0), exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect), uuid(91a99264-1810-4eb6-a773-bfd3b8cddbab) ] interface IConditionForceEffectFactory : IInspectable { HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind kind, [out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffect **value); } [ contract(Windows.Foundation.UniversalApiContract, 3.0), exclusiveto(Windows.Gaming.Input.ForceFeedback.ConstantForceEffect), uuid(9bfa0140-f3c7-415c-b068-0f068734bce0) ] interface IConstantForceEffect : IInspectable requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect { HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] Windows.Foundation.TimeSpan duration); HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [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), marshaling_behavior(agile), threading(both) ] runtimeclass ForceFeedbackMotor { [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; } [ activatable(Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0), contract(Windows.Foundation.UniversalApiContract, 3.0), marshaling_behavior(agile), threading(both) ] runtimeclass ConditionForceEffect { [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect; interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffect; } [ activatable(Windows.Foundation.UniversalApiContract, 3.0), contract(Windows.Foundation.UniversalApiContract, 3.0), marshaling_behavior(agile), threading(both) ] runtimeclass ConstantForceEffect { [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect; interface Windows.Gaming.Input.ForceFeedback.IConstantForceEffect; } }