118 lines
4.5 KiB
Plaintext
118 lines
4.5 KiB
Plaintext
/*
|
|
* Copyright 2021 Rémi 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";
|
|
|
|
namespace Windows.Gaming.Input.ForceFeedback {
|
|
typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
|
|
typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
|
|
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 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),
|
|
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<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;
|
|
}
|
|
}
|