| /*** Autogenerated by WIDL 8.17 from include/windows.gaming.input.forcefeedback.idl - Do not edit ***/ | 
 |  | 
 | #ifdef _WIN32 | 
 | #ifndef __REQUIRED_RPCNDR_H_VERSION__ | 
 | #define __REQUIRED_RPCNDR_H_VERSION__ 475 | 
 | #endif | 
 | #include <rpc.h> | 
 | #include <rpcndr.h> | 
 | #endif | 
 |  | 
 | #ifndef COM_NO_WINDOWS_H | 
 | #include <windows.h> | 
 | #include <ole2.h> | 
 | #endif | 
 |  | 
 | #ifndef __windows_gaming_input_forcefeedback_h__ | 
 | #define __windows_gaming_input_forcefeedback_h__ | 
 |  | 
 | #ifndef __WIDL_INLINE | 
 | #if defined(__cplusplus) || defined(_MSC_VER) | 
 | #define __WIDL_INLINE inline | 
 | #elif defined(__GNUC__) | 
 | #define __WIDL_INLINE __inline__ | 
 | #endif | 
 | #endif | 
 |  | 
 | /* Forward declarations */ | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IForceFeedbackEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IForceFeedbackMotor; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IPeriodicForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffectFactory | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IPeriodicForceEffectFactory; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IConditionForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffectFactory | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IConditionForceEffectFactory; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IConstantForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IRampForceEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IRampForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor_FWD_DEFINED__ | 
 | #ifdef __cplusplus | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     class ForceFeedbackMotor; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor; | 
 | #endif /* defined __cplusplus */ | 
 | #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor_FWD_DEFINED__ */ | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect_FWD_DEFINED__ | 
 | #ifdef __cplusplus | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     class PeriodicForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect; | 
 | #endif /* defined __cplusplus */ | 
 | #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect_FWD_DEFINED__ */ | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect_FWD_DEFINED__ | 
 | #ifdef __cplusplus | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     class ConditionForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect; | 
 | #endif /* defined __cplusplus */ | 
 | #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect_FWD_DEFINED__ */ | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect_FWD_DEFINED__ | 
 | #ifdef __cplusplus | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     class ConstantForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect; | 
 | #endif /* defined __cplusplus */ | 
 | #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect_FWD_DEFINED__ */ | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect_FWD_DEFINED__ | 
 | #ifdef __cplusplus | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     class RampForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect; | 
 | #endif /* defined __cplusplus */ | 
 | #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect_FWD_DEFINED__ */ | 
 |  | 
 | #ifndef ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__ | 
 | #define ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__ | 
 | typedef interface __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult; | 
 | #ifdef __cplusplus | 
 | #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult ABI::Windows::Foundation::IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__ | 
 | #define ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__ | 
 | typedef interface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult __FIAsyncOperation_1_ForceFeedbackLoadEffectResult; | 
 | #ifdef __cplusplus | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult ABI::Windows::Foundation::IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | typedef interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor; | 
 | #ifdef __cplusplus | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | typedef interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor; | 
 | #ifdef __cplusplus | 
 | #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | typedef interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor; | 
 | #ifdef __cplusplus | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | typedef interface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor; | 
 | #ifdef __cplusplus | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | /* Headers for imported files */ | 
 |  | 
 | #include <inspectable.h> | 
 | #include <asyncinfo.h> | 
 | #include <eventtoken.h> | 
 | #include <windowscontracts.h> | 
 | #include <windows.foundation.h> | 
 | #include <windows.foundation.numerics.h> | 
 |  | 
 | #ifdef __cplusplus | 
 | extern "C" { | 
 | #endif | 
 |  | 
 | #ifndef __cplusplus | 
 | typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes; | 
 | #endif /* __cplusplus */ | 
 |  | 
 | #ifndef __cplusplus | 
 | typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState; | 
 | #endif /* __cplusplus */ | 
 |  | 
 | #ifndef __cplusplus | 
 | typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult; | 
 | #endif /* __cplusplus */ | 
 |  | 
 | #ifndef __cplusplus | 
 | typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind; | 
 | #endif /* __cplusplus */ | 
 |  | 
 | #ifndef __cplusplus | 
 | typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind; | 
 | #endif /* __cplusplus */ | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IForceFeedbackEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IPeriodicForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffectFactory | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IPeriodicForceEffectFactory; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IConditionForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffectFactory | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IConditionForceEffectFactory; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IConstantForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ | 
 | typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect; | 
 | #ifdef __cplusplus | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IRampForceEffect | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     interface IRampForceEffect; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__ | 
 | #define ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__ | 
 | typedef interface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult __FIAsyncOperation_1_ForceFeedbackLoadEffectResult; | 
 | #ifdef __cplusplus | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult ABI::Windows::Foundation::IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | typedef interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor; | 
 | #ifdef __cplusplus | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | typedef interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor; | 
 | #ifdef __cplusplus | 
 | #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | typedef interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor; | 
 | #ifdef __cplusplus | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #ifndef ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | #define ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ | 
 | typedef interface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor; | 
 | #ifdef __cplusplus | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > | 
 | #endif /* __cplusplus */ | 
 | #endif | 
 |  | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifdef __cplusplus | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     enum ForceFeedbackEffectAxes { | 
 |                         ForceFeedbackEffectAxes_None = 0x0, | 
 |                         ForceFeedbackEffectAxes_X = 0x1, | 
 |                         ForceFeedbackEffectAxes_Y = 0x2, | 
 |                         ForceFeedbackEffectAxes_Z = 0x4 | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #else | 
 | enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes { | 
 |     ForceFeedbackEffectAxes_None = 0x0, | 
 |     ForceFeedbackEffectAxes_X = 0x1, | 
 |     ForceFeedbackEffectAxes_Y = 0x2, | 
 |     ForceFeedbackEffectAxes_Z = 0x4 | 
 | }; | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define ForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifdef __cplusplus | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     enum ForceFeedbackEffectState { | 
 |                         ForceFeedbackEffectState_Stopped = 0, | 
 |                         ForceFeedbackEffectState_Running = 1, | 
 |                         ForceFeedbackEffectState_Paused = 2, | 
 |                         ForceFeedbackEffectState_Faulted = 3 | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #else | 
 | enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState { | 
 |     ForceFeedbackEffectState_Stopped = 0, | 
 |     ForceFeedbackEffectState_Running = 1, | 
 |     ForceFeedbackEffectState_Paused = 2, | 
 |     ForceFeedbackEffectState_Faulted = 3 | 
 | }; | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define ForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifdef __cplusplus | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     enum ForceFeedbackLoadEffectResult { | 
 |                         ForceFeedbackLoadEffectResult_Succeeded = 0, | 
 |                         ForceFeedbackLoadEffectResult_EffectStorageFull = 1, | 
 |                         ForceFeedbackLoadEffectResult_EffectNotSupported = 2 | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #else | 
 | enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult { | 
 |     ForceFeedbackLoadEffectResult_Succeeded = 0, | 
 |     ForceFeedbackLoadEffectResult_EffectStorageFull = 1, | 
 |     ForceFeedbackLoadEffectResult_EffectNotSupported = 2 | 
 | }; | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define ForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifdef __cplusplus | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     enum PeriodicForceEffectKind { | 
 |                         PeriodicForceEffectKind_SquareWave = 0, | 
 |                         PeriodicForceEffectKind_SineWave = 1, | 
 |                         PeriodicForceEffectKind_TriangleWave = 2, | 
 |                         PeriodicForceEffectKind_SawtoothWaveUp = 3, | 
 |                         PeriodicForceEffectKind_SawtoothWaveDown = 4 | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #else | 
 | enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind { | 
 |     PeriodicForceEffectKind_SquareWave = 0, | 
 |     PeriodicForceEffectKind_SineWave = 1, | 
 |     PeriodicForceEffectKind_TriangleWave = 2, | 
 |     PeriodicForceEffectKind_SawtoothWaveUp = 3, | 
 |     PeriodicForceEffectKind_SawtoothWaveDown = 4 | 
 | }; | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define PeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifdef __cplusplus | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     enum ConditionForceEffectKind { | 
 |                         ConditionForceEffectKind_Spring = 0, | 
 |                         ConditionForceEffectKind_Damper = 1, | 
 |                         ConditionForceEffectKind_Inertia = 2, | 
 |                         ConditionForceEffectKind_Friction = 3 | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #else | 
 | enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind { | 
 |     ConditionForceEffectKind_Spring = 0, | 
 |     ConditionForceEffectKind_Damper = 1, | 
 |     ConditionForceEffectKind_Inertia = 2, | 
 |     ConditionForceEffectKind_Friction = 3 | 
 | }; | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define ConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 | /***************************************************************************** | 
 |  * IForceFeedbackEffect interface | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect, 0xa17fba0c, 0x2ae4, 0x48c2, 0x80,0x63, 0xea,0xbd,0x07,0x77,0xcb,0x89); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     MIDL_INTERFACE("a17fba0c-2ae4-48c2-8063-eabd0777cb89") | 
 |                     IForceFeedbackEffect : public IInspectable | 
 |                     { | 
 |                         virtual HRESULT STDMETHODCALLTYPE get_Gain( | 
 |                             DOUBLE *value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE put_Gain( | 
 |                             DOUBLE value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE get_State( | 
 |                             enum ForceFeedbackEffectState *value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE Start( | 
 |                             ) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE Stop( | 
 |                             ) = 0; | 
 |  | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect, 0xa17fba0c, 0x2ae4, 0x48c2, 0x80,0x63, 0xea,0xbd,0x07,0x77,0xcb,0x89) | 
 | #endif | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IForceFeedbackEffect methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *get_Gain)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, | 
 |         DOUBLE *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *put_Gain)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, | 
 |         DOUBLE value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *get_State)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, | 
 |         enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *Start)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *Stop)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This); | 
 |  | 
 |     END_INTERFACE | 
 | } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl; | 
 |  | 
 | interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect { | 
 |     CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IForceFeedbackEffect methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain(This,value) (This)->lpVtbl->get_Gain(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain(This,value) (This)->lpVtbl->put_Gain(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State(This,value) (This)->lpVtbl->get_State(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start(This) (This)->lpVtbl->Start(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop(This) (This)->lpVtbl->Stop(This) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IForceFeedbackEffect methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,DOUBLE *value) { | 
 |     return This->lpVtbl->get_Gain(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,DOUBLE value) { | 
 |     return This->lpVtbl->put_Gain(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState *value) { | 
 |     return This->lpVtbl->get_State(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) { | 
 |     return This->lpVtbl->Start(This); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) { | 
 |     return This->lpVtbl->Stop(This); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define IID_IForceFeedbackEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect | 
 | #define IForceFeedbackEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl | 
 | #define IForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect | 
 | #define IForceFeedbackEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface | 
 | #define IForceFeedbackEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef | 
 | #define IForceFeedbackEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release | 
 | #define IForceFeedbackEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids | 
 | #define IForceFeedbackEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName | 
 | #define IForceFeedbackEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel | 
 | #define IForceFeedbackEffect_get_Gain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain | 
 | #define IForceFeedbackEffect_put_Gain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain | 
 | #define IForceFeedbackEffect_get_State __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State | 
 | #define IForceFeedbackEffect_Start __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start | 
 | #define IForceFeedbackEffect_Stop __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IForceFeedbackMotor interface | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor, 0x8d3d417c, 0xa5ea, 0x4516, 0x80,0x26, 0x2b,0x00,0xf7,0x4e,0xf6,0xe5); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     MIDL_INTERFACE("8d3d417c-a5ea-4516-8026-2b00f74ef6e5") | 
 |                     IForceFeedbackMotor : public IInspectable | 
 |                     { | 
 |                         virtual HRESULT STDMETHODCALLTYPE get_AreEffectsPaused( | 
 |                             boolean *value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE get_MasterGain( | 
 |                             DOUBLE *value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE put_MasterGain( | 
 |                             DOUBLE value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE get_IsEnabled( | 
 |                             boolean *value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE get_SupportedAxes( | 
 |                             enum ForceFeedbackEffectAxes *value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE LoadEffectAsync( | 
 |                             ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect *effect, | 
 |                             ABI::Windows::Foundation::IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > **async_op) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE PauseAllEffects( | 
 |                             ) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE ResumeAllEffects( | 
 |                             ) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE StopAllEffects( | 
 |                             ) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE TryDisableAsync( | 
 |                             ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE TryEnableAsync( | 
 |                             ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE TryResetAsync( | 
 |                             ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE TryUnloadEffectAsync( | 
 |                             ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect *effect, | 
 |                             ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0; | 
 |  | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor, 0x8d3d417c, 0xa5ea, 0x4516, 0x80,0x26, 0x2b,0x00,0xf7,0x4e,0xf6,0xe5) | 
 | #endif | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IForceFeedbackMotor methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *get_AreEffectsPaused)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         boolean *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *get_MasterGain)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         DOUBLE *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *put_MasterGain)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         DOUBLE value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *get_IsEnabled)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         boolean *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *get_SupportedAxes)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *LoadEffectAsync)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect, | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult **async_op); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *PauseAllEffects)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *ResumeAllEffects)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *StopAllEffects)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *TryDisableAsync)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         __FIAsyncOperation_1_boolean **async_op); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *TryEnableAsync)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         __FIAsyncOperation_1_boolean **async_op); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *TryResetAsync)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         __FIAsyncOperation_1_boolean **async_op); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *TryUnloadEffectAsync)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect, | 
 |         __FIAsyncOperation_1_boolean **async_op); | 
 |  | 
 |     END_INTERFACE | 
 | } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl; | 
 |  | 
 | interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor { | 
 |     CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IForceFeedbackMotor methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused(This,value) (This)->lpVtbl->get_AreEffectsPaused(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain(This,value) (This)->lpVtbl->get_MasterGain(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain(This,value) (This)->lpVtbl->put_MasterGain(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled(This,value) (This)->lpVtbl->get_IsEnabled(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes(This,value) (This)->lpVtbl->get_SupportedAxes(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_LoadEffectAsync(This,effect,async_op) (This)->lpVtbl->LoadEffectAsync(This,effect,async_op) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects(This) (This)->lpVtbl->PauseAllEffects(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects(This) (This)->lpVtbl->ResumeAllEffects(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects(This) (This)->lpVtbl->StopAllEffects(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync(This,async_op) (This)->lpVtbl->TryDisableAsync(This,async_op) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync(This,async_op) (This)->lpVtbl->TryEnableAsync(This,async_op) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync(This,async_op) (This)->lpVtbl->TryResetAsync(This,async_op) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync(This,effect,async_op) (This)->lpVtbl->TryUnloadEffectAsync(This,effect,async_op) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IForceFeedbackMotor methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,boolean *value) { | 
 |     return This->lpVtbl->get_AreEffectsPaused(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,DOUBLE *value) { | 
 |     return This->lpVtbl->get_MasterGain(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,DOUBLE value) { | 
 |     return This->lpVtbl->put_MasterGain(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,boolean *value) { | 
 |     return This->lpVtbl->get_IsEnabled(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes *value) { | 
 |     return This->lpVtbl->get_SupportedAxes(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_LoadEffectAsync(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect,__FIAsyncOperation_1_ForceFeedbackLoadEffectResult **async_op) { | 
 |     return This->lpVtbl->LoadEffectAsync(This,effect,async_op); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->PauseAllEffects(This); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->ResumeAllEffects(This); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->StopAllEffects(This); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__FIAsyncOperation_1_boolean **async_op) { | 
 |     return This->lpVtbl->TryDisableAsync(This,async_op); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__FIAsyncOperation_1_boolean **async_op) { | 
 |     return This->lpVtbl->TryEnableAsync(This,async_op); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__FIAsyncOperation_1_boolean **async_op) { | 
 |     return This->lpVtbl->TryResetAsync(This,async_op); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect,__FIAsyncOperation_1_boolean **async_op) { | 
 |     return This->lpVtbl->TryUnloadEffectAsync(This,effect,async_op); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define IID_IForceFeedbackMotor IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor | 
 | #define IForceFeedbackMotorVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl | 
 | #define IForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor | 
 | #define IForceFeedbackMotor_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface | 
 | #define IForceFeedbackMotor_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef | 
 | #define IForceFeedbackMotor_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release | 
 | #define IForceFeedbackMotor_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids | 
 | #define IForceFeedbackMotor_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName | 
 | #define IForceFeedbackMotor_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel | 
 | #define IForceFeedbackMotor_get_AreEffectsPaused __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused | 
 | #define IForceFeedbackMotor_get_MasterGain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain | 
 | #define IForceFeedbackMotor_put_MasterGain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain | 
 | #define IForceFeedbackMotor_get_IsEnabled __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled | 
 | #define IForceFeedbackMotor_get_SupportedAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes | 
 | #define IForceFeedbackMotor_LoadEffectAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_LoadEffectAsync | 
 | #define IForceFeedbackMotor_PauseAllEffects __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects | 
 | #define IForceFeedbackMotor_ResumeAllEffects __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects | 
 | #define IForceFeedbackMotor_StopAllEffects __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects | 
 | #define IForceFeedbackMotor_TryDisableAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync | 
 | #define IForceFeedbackMotor_TryEnableAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync | 
 | #define IForceFeedbackMotor_TryResetAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync | 
 | #define IForceFeedbackMotor_TryUnloadEffectAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IPeriodicForceEffect interface | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect, 0x5c5138d7, 0xfc75, 0x4d52, 0x9a,0x0a, 0xef,0xe4,0xca,0xb5,0xfe,0x64); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     MIDL_INTERFACE("5c5138d7-fc75-4d52-9a0a-efe4cab5fe64") | 
 |                     IPeriodicForceEffect : public IInspectable | 
 |                     { | 
 |                         virtual HRESULT STDMETHODCALLTYPE get_Kind( | 
 |                             enum PeriodicForceEffectKind *value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE SetParameters( | 
 |                             struct Vector3 vector, | 
 |                             FLOAT frequency, | 
 |                             FLOAT phase, | 
 |                             FLOAT bias, | 
 |                             struct TimeSpan duration) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( | 
 |                             struct Vector3 vector, | 
 |                             FLOAT frequency, | 
 |                             FLOAT phase, | 
 |                             FLOAT bias, | 
 |                             FLOAT attack_gain, | 
 |                             FLOAT sustain_gain, | 
 |                             FLOAT release_gain, | 
 |                             struct TimeSpan start_delay, | 
 |                             struct TimeSpan attack_duration, | 
 |                             struct TimeSpan sustain_duration, | 
 |                             struct TimeSpan release_duration, | 
 |                             UINT32 repeat_count) = 0; | 
 |  | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect, 0x5c5138d7, 0xfc75, 0x4d52, 0x9a,0x0a, 0xef,0xe4,0xca,0xb5,0xfe,0x64) | 
 | #endif | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IPeriodicForceEffect methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *get_Kind)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, | 
 |         enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *SetParameters)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, | 
 |         struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, | 
 |         FLOAT frequency, | 
 |         FLOAT phase, | 
 |         FLOAT bias, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, | 
 |         struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, | 
 |         FLOAT frequency, | 
 |         FLOAT phase, | 
 |         FLOAT bias, | 
 |         FLOAT attack_gain, | 
 |         FLOAT sustain_gain, | 
 |         FLOAT release_gain, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration, | 
 |         UINT32 repeat_count); | 
 |  | 
 |     END_INTERFACE | 
 | } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl; | 
 |  | 
 | interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect { | 
 |     CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IPeriodicForceEffect methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind(This,value) (This)->lpVtbl->get_Kind(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters(This,vector,frequency,phase,bias,duration) (This)->lpVtbl->SetParameters(This,vector,frequency,phase,bias,duration) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope(This,vector,frequency,phase,bias,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) (This)->lpVtbl->SetParametersWithEnvelope(This,vector,frequency,phase,bias,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IPeriodicForceEffect methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind *value) { | 
 |     return This->lpVtbl->get_Kind(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,FLOAT frequency,FLOAT phase,FLOAT bias,struct __x_ABI_CWindows_CFoundation_CTimeSpan duration) { | 
 |     return This->lpVtbl->SetParameters(This,vector,frequency,phase,bias,duration); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,FLOAT frequency,FLOAT phase,FLOAT bias,FLOAT attack_gain,FLOAT sustain_gain,FLOAT release_gain,struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay,struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration,UINT32 repeat_count) { | 
 |     return This->lpVtbl->SetParametersWithEnvelope(This,vector,frequency,phase,bias,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define IID_IPeriodicForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect | 
 | #define IPeriodicForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl | 
 | #define IPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect | 
 | #define IPeriodicForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface | 
 | #define IPeriodicForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef | 
 | #define IPeriodicForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release | 
 | #define IPeriodicForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids | 
 | #define IPeriodicForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName | 
 | #define IPeriodicForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel | 
 | #define IPeriodicForceEffect_get_Kind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind | 
 | #define IPeriodicForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters | 
 | #define IPeriodicForceEffect_SetParametersWithEnvelope __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IPeriodicForceEffectFactory interface | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory, 0x6f62eb1a, 0x9851, 0x477b, 0xb3,0x18, 0x35,0xec,0xaa,0x15,0x07,0x0f); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     MIDL_INTERFACE("6f62eb1a-9851-477b-b318-35ecaa15070f") | 
 |                     IPeriodicForceEffectFactory : public IInspectable | 
 |                     { | 
 |                         virtual HRESULT STDMETHODCALLTYPE CreateInstance( | 
 |                             enum PeriodicForceEffectKind kind, | 
 |                             ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect **value) = 0; | 
 |  | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory, 0x6f62eb1a, 0x9851, 0x477b, 0xb3,0x18, 0x35,0xec,0xaa,0x15,0x07,0x0f) | 
 | #endif | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IPeriodicForceEffectFactory methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *CreateInstance)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, | 
 |         enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind kind, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value); | 
 |  | 
 |     END_INTERFACE | 
 | } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl; | 
 |  | 
 | interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory { | 
 |     CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IPeriodicForceEffectFactory methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance(This,kind,value) (This)->lpVtbl->CreateInstance(This,kind,value) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IPeriodicForceEffectFactory methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind kind,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value) { | 
 |     return This->lpVtbl->CreateInstance(This,kind,value); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define IID_IPeriodicForceEffectFactory IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory | 
 | #define IPeriodicForceEffectFactoryVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl | 
 | #define IPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory | 
 | #define IPeriodicForceEffectFactory_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface | 
 | #define IPeriodicForceEffectFactory_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef | 
 | #define IPeriodicForceEffectFactory_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release | 
 | #define IPeriodicForceEffectFactory_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids | 
 | #define IPeriodicForceEffectFactory_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName | 
 | #define IPeriodicForceEffectFactory_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel | 
 | #define IPeriodicForceEffectFactory_CreateInstance __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IConditionForceEffect interface | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect, 0x32d1ea68, 0x3695, 0x4e69, 0x85,0xc0, 0xcd,0x19,0x44,0x18,0x91,0x40); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     MIDL_INTERFACE("32d1ea68-3695-4e69-85c0-cd1944189140") | 
 |                     IConditionForceEffect : public IInspectable | 
 |                     { | 
 |                         virtual HRESULT STDMETHODCALLTYPE get_Kind( | 
 |                             enum ConditionForceEffectKind *value) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE SetParameters( | 
 |                             struct Vector3 direction, | 
 |                             FLOAT positive_coeff, | 
 |                             FLOAT negative_coeff, | 
 |                             FLOAT max_positive_magnitude, | 
 |                             FLOAT max_negative_magnitude, | 
 |                             FLOAT deadzone, | 
 |                             FLOAT bias) = 0; | 
 |  | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect, 0x32d1ea68, 0x3695, 0x4e69, 0x85,0xc0, 0xcd,0x19,0x44,0x18,0x91,0x40) | 
 | #endif | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IConditionForceEffect methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *get_Kind)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, | 
 |         enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *SetParameters)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, | 
 |         struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 direction, | 
 |         FLOAT positive_coeff, | 
 |         FLOAT negative_coeff, | 
 |         FLOAT max_positive_magnitude, | 
 |         FLOAT max_negative_magnitude, | 
 |         FLOAT deadzone, | 
 |         FLOAT bias); | 
 |  | 
 |     END_INTERFACE | 
 | } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl; | 
 |  | 
 | interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect { | 
 |     CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IConditionForceEffect methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind(This,value) (This)->lpVtbl->get_Kind(This,value) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters(This,direction,positive_coeff,negative_coeff,max_positive_magnitude,max_negative_magnitude,deadzone,bias) (This)->lpVtbl->SetParameters(This,direction,positive_coeff,negative_coeff,max_positive_magnitude,max_negative_magnitude,deadzone,bias) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IConditionForceEffect methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind *value) { | 
 |     return This->lpVtbl->get_Kind(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 direction,FLOAT positive_coeff,FLOAT negative_coeff,FLOAT max_positive_magnitude,FLOAT max_negative_magnitude,FLOAT deadzone,FLOAT bias) { | 
 |     return This->lpVtbl->SetParameters(This,direction,positive_coeff,negative_coeff,max_positive_magnitude,max_negative_magnitude,deadzone,bias); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define IID_IConditionForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect | 
 | #define IConditionForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl | 
 | #define IConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect | 
 | #define IConditionForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface | 
 | #define IConditionForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef | 
 | #define IConditionForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release | 
 | #define IConditionForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids | 
 | #define IConditionForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName | 
 | #define IConditionForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel | 
 | #define IConditionForceEffect_get_Kind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind | 
 | #define IConditionForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IConditionForceEffectFactory interface | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory, 0x91a99264, 0x1810, 0x4eb6, 0xa7,0x73, 0xbf,0xd3,0xb8,0xcd,0xdb,0xab); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     MIDL_INTERFACE("91a99264-1810-4eb6-a773-bfd3b8cddbab") | 
 |                     IConditionForceEffectFactory : public IInspectable | 
 |                     { | 
 |                         virtual HRESULT STDMETHODCALLTYPE CreateInstance( | 
 |                             enum ConditionForceEffectKind kind, | 
 |                             ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect **value) = 0; | 
 |  | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory, 0x91a99264, 0x1810, 0x4eb6, 0xa7,0x73, 0xbf,0xd3,0xb8,0xcd,0xdb,0xab) | 
 | #endif | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IConditionForceEffectFactory methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *CreateInstance)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, | 
 |         enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind kind, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value); | 
 |  | 
 |     END_INTERFACE | 
 | } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl; | 
 |  | 
 | interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory { | 
 |     CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IConditionForceEffectFactory methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance(This,kind,value) (This)->lpVtbl->CreateInstance(This,kind,value) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IConditionForceEffectFactory methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind kind,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value) { | 
 |     return This->lpVtbl->CreateInstance(This,kind,value); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define IID_IConditionForceEffectFactory IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory | 
 | #define IConditionForceEffectFactoryVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl | 
 | #define IConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory | 
 | #define IConditionForceEffectFactory_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface | 
 | #define IConditionForceEffectFactory_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef | 
 | #define IConditionForceEffectFactory_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release | 
 | #define IConditionForceEffectFactory_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids | 
 | #define IConditionForceEffectFactory_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName | 
 | #define IConditionForceEffectFactory_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel | 
 | #define IConditionForceEffectFactory_CreateInstance __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IConstantForceEffect interface | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect, 0x9bfa0140, 0xf3c7, 0x415c, 0xb0,0x68, 0x0f,0x06,0x87,0x34,0xbc,0xe0); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     MIDL_INTERFACE("9bfa0140-f3c7-415c-b068-0f068734bce0") | 
 |                     IConstantForceEffect : public IInspectable | 
 |                     { | 
 |                         virtual HRESULT STDMETHODCALLTYPE SetParameters( | 
 |                             struct Vector3 vector, | 
 |                             struct TimeSpan duration) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( | 
 |                             struct Vector3 vector, | 
 |                             FLOAT attack_gain, | 
 |                             FLOAT sustain_gain, | 
 |                             FLOAT release_gain, | 
 |                             struct TimeSpan start_delay, | 
 |                             struct TimeSpan attack_duration, | 
 |                             struct TimeSpan sustain_duration, | 
 |                             struct TimeSpan release_duration, | 
 |                             UINT32 repeat_count) = 0; | 
 |  | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect, 0x9bfa0140, 0xf3c7, 0x415c, 0xb0,0x68, 0x0f,0x06,0x87,0x34,0xbc,0xe0) | 
 | #endif | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IConstantForceEffect methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *SetParameters)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, | 
 |         struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, | 
 |         struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, | 
 |         FLOAT attack_gain, | 
 |         FLOAT sustain_gain, | 
 |         FLOAT release_gain, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration, | 
 |         UINT32 repeat_count); | 
 |  | 
 |     END_INTERFACE | 
 | } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl; | 
 |  | 
 | interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect { | 
 |     CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IConstantForceEffect methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters(This,vector,duration) (This)->lpVtbl->SetParameters(This,vector,duration) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope(This,vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) (This)->lpVtbl->SetParametersWithEnvelope(This,vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IConstantForceEffect methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,struct __x_ABI_CWindows_CFoundation_CTimeSpan duration) { | 
 |     return This->lpVtbl->SetParameters(This,vector,duration); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,FLOAT attack_gain,FLOAT sustain_gain,FLOAT release_gain,struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay,struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration,UINT32 repeat_count) { | 
 |     return This->lpVtbl->SetParametersWithEnvelope(This,vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define IID_IConstantForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect | 
 | #define IConstantForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl | 
 | #define IConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect | 
 | #define IConstantForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface | 
 | #define IConstantForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef | 
 | #define IConstantForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release | 
 | #define IConstantForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids | 
 | #define IConstantForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName | 
 | #define IConstantForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel | 
 | #define IConstantForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters | 
 | #define IConstantForceEffect_SetParametersWithEnvelope __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IRampForceEffect interface | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ | 
 | #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect, 0xf1f81259, 0x1ca6, 0x4080, 0xb5,0x6d, 0xb4,0x3f,0x33,0x54,0xd0,0x52); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Gaming { | 
 |             namespace Input { | 
 |                 namespace ForceFeedback { | 
 |                     MIDL_INTERFACE("f1f81259-1ca6-4080-b56d-b43f3354d052") | 
 |                     IRampForceEffect : public IInspectable | 
 |                     { | 
 |                         virtual HRESULT STDMETHODCALLTYPE SetParameters( | 
 |                             struct Vector3 start_vector, | 
 |                             struct Vector3 end_vector, | 
 |                             struct TimeSpan duration) = 0; | 
 |  | 
 |                         virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( | 
 |                             struct Vector3 start_vector, | 
 |                             struct Vector3 end_vector, | 
 |                             FLOAT attack_gain, | 
 |                             FLOAT sustain_gain, | 
 |                             FLOAT release_gain, | 
 |                             struct TimeSpan start_delay, | 
 |                             struct TimeSpan attack_duration, | 
 |                             struct TimeSpan sustain_duration, | 
 |                             struct TimeSpan release_duration, | 
 |                             UINT32 repeat_count) = 0; | 
 |  | 
 |                     }; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect, 0xf1f81259, 0x1ca6, 0x4080, 0xb5,0x6d, 0xb4,0x3f,0x33,0x54,0xd0,0x52) | 
 | #endif | 
 | #else | 
 | typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IRampForceEffect methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *SetParameters)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, | 
 |         struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector, | 
 |         struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)( | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, | 
 |         struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector, | 
 |         struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector, | 
 |         FLOAT attack_gain, | 
 |         FLOAT sustain_gain, | 
 |         FLOAT release_gain, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration, | 
 |         struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration, | 
 |         UINT32 repeat_count); | 
 |  | 
 |     END_INTERFACE | 
 | } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl; | 
 |  | 
 | interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect { | 
 |     CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IRampForceEffect methods ***/ | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters(This,start_vector,end_vector,duration) (This)->lpVtbl->SetParameters(This,start_vector,end_vector,duration) | 
 | #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope(This,start_vector,end_vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) (This)->lpVtbl->SetParametersWithEnvelope(This,start_vector,end_vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IRampForceEffect methods ***/ | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector,struct __x_ABI_CWindows_CFoundation_CTimeSpan duration) { | 
 |     return This->lpVtbl->SetParameters(This,start_vector,end_vector,duration); | 
 | } | 
 | static __WIDL_INLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector,FLOAT attack_gain,FLOAT sustain_gain,FLOAT release_gain,struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay,struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration,UINT32 repeat_count) { | 
 |     return This->lpVtbl->SetParametersWithEnvelope(This,start_vector,end_vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback | 
 | #define IID_IRampForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect | 
 | #define IRampForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl | 
 | #define IRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect | 
 | #define IRampForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface | 
 | #define IRampForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef | 
 | #define IRampForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release | 
 | #define IRampForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids | 
 | #define IRampForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName | 
 | #define IRampForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel | 
 | #define IRampForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters | 
 | #define IRampForceEffect_SetParametersWithEnvelope __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope | 
 | #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /* | 
 |  * Class Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED | 
 | #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED | 
 | #if !defined(_MSC_VER) && !defined(__MINGW32__) | 
 | static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','F','o','r','c','e','F','e','e','d','b','a','c','k','M','o','t','o','r',0}; | 
 | #elif defined(__GNUC__) && !defined(__cplusplus) | 
 | const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = L"Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor"; | 
 | #else | 
 | extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','F','o','r','c','e','F','e','e','d','b','a','c','k','M','o','t','o','r',0}; | 
 | #endif | 
 | #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /* | 
 |  * Class Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED | 
 | #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED | 
 | #if !defined(_MSC_VER) && !defined(__MINGW32__) | 
 | static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','P','e','r','i','o','d','i','c','F','o','r','c','e','E','f','f','e','c','t',0}; | 
 | #elif defined(__GNUC__) && !defined(__cplusplus) | 
 | const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect"; | 
 | #else | 
 | extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','P','e','r','i','o','d','i','c','F','o','r','c','e','E','f','f','e','c','t',0}; | 
 | #endif | 
 | #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /* | 
 |  * Class Windows.Gaming.Input.ForceFeedback.ConditionForceEffect | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED | 
 | #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED | 
 | #if !defined(_MSC_VER) && !defined(__MINGW32__) | 
 | static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','C','o','n','d','i','t','i','o','n','F','o','r','c','e','E','f','f','e','c','t',0}; | 
 | #elif defined(__GNUC__) && !defined(__cplusplus) | 
 | const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConditionForceEffect"; | 
 | #else | 
 | extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','C','o','n','d','i','t','i','o','n','F','o','r','c','e','E','f','f','e','c','t',0}; | 
 | #endif | 
 | #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /* | 
 |  * Class Windows.Gaming.Input.ForceFeedback.ConstantForceEffect | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED | 
 | #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED | 
 | #if !defined(_MSC_VER) && !defined(__MINGW32__) | 
 | static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','C','o','n','s','t','a','n','t','F','o','r','c','e','E','f','f','e','c','t',0}; | 
 | #elif defined(__GNUC__) && !defined(__cplusplus) | 
 | const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConstantForceEffect"; | 
 | #else | 
 | extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','C','o','n','s','t','a','n','t','F','o','r','c','e','E','f','f','e','c','t',0}; | 
 | #endif | 
 | #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /* | 
 |  * Class Windows.Gaming.Input.ForceFeedback.RampForceEffect | 
 |  */ | 
 | #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 | 
 | #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED | 
 | #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED | 
 | #if !defined(_MSC_VER) && !defined(__MINGW32__) | 
 | static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','R','a','m','p','F','o','r','c','e','E','f','f','e','c','t',0}; | 
 | #elif defined(__GNUC__) && !defined(__cplusplus) | 
 | const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.RampForceEffect"; | 
 | #else | 
 | extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','R','a','m','p','F','o','r','c','e','E','f','f','e','c','t',0}; | 
 | #endif | 
 | #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED */ | 
 | #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > interface | 
 |  */ | 
 | #ifndef ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ | 
 | #define ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult, 0xf8220a41, 0xf738, 0x51e8, 0x89,0xba, 0x76,0xbb,0xd6,0x61,0x58,0xcb); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Foundation { | 
 |             template<> | 
 |             MIDL_INTERFACE("f8220a41-f738-51e8-89ba-76bbd66158cb") | 
 |             IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > : IAsyncOperationCompletedHandler_impl<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > | 
 |             { | 
 |             }; | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult, 0xf8220a41, 0xf738, 0x51e8, 0x89,0xba, 0x76,0xbb,0xd6,0x61,0x58,0xcb) | 
 | #endif | 
 | #else | 
 | typedef struct __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This); | 
 |  | 
 |     /*** IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *Invoke)( | 
 |         __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This, | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *info, | 
 |         AsyncStatus status); | 
 |  | 
 |     END_INTERFACE | 
 | } __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl; | 
 |  | 
 | interface __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult { | 
 |     CONST_VTBL __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/ | 
 | #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Invoke(This,info,status) (This)->lpVtbl->Invoke(This,info,status) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_QueryInterface(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_AddRef(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Release(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Invoke(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperation_1_ForceFeedbackLoadEffectResult *info,AsyncStatus status) { | 
 |     return This->lpVtbl->Invoke(This,info,status); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Foundation | 
 | #define IID_IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult IID___FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult | 
 | #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResultVtbl __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl | 
 | #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult | 
 | #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult_QueryInterface __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_QueryInterface | 
 | #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult_AddRef __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_AddRef | 
 | #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult_Release __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Release | 
 | #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult_Invoke __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Invoke | 
 | #endif /* WIDL_using_Windows_Foundation */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > interface | 
 |  */ | 
 | #ifndef ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ | 
 | #define ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___FIAsyncOperation_1_ForceFeedbackLoadEffectResult, 0x21f834fc, 0xe845, 0x5ab9, 0xbf,0x85, 0x95,0x34,0xe2,0x39,0x77,0x98); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Foundation { | 
 |             template<> | 
 |             MIDL_INTERFACE("21f834fc-e845-5ab9-bf85-9534e2397798") | 
 |             IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > : IAsyncOperation_impl<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > | 
 |             { | 
 |             }; | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult, 0x21f834fc, 0xe845, 0x5ab9, 0xbf,0x85, 0x95,0x34,0xe2,0x39,0x77,0x98) | 
 | #endif | 
 | #else | 
 | typedef struct __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *put_Completed)( | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, | 
 |         __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *handler); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *get_Completed)( | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, | 
 |         __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult **handler); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetResults)( | 
 |         __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, | 
 |         enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult *results); | 
 |  | 
 |     END_INTERFACE | 
 | } __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl; | 
 |  | 
 | interface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult { | 
 |     CONST_VTBL __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/ | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed(This,handler) (This)->lpVtbl->put_Completed(This,handler) | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed(This,handler) (This)->lpVtbl->get_Completed(This,handler) | 
 | #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults(This,results) (This)->lpVtbl->GetResults(This,results) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetTrustLevel(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *handler) { | 
 |     return This->lpVtbl->put_Completed(This,handler); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult **handler) { | 
 |     return This->lpVtbl->get_Completed(This,handler); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult *results) { | 
 |     return This->lpVtbl->GetResults(This,results); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Foundation | 
 | #define IID_IAsyncOperation_ForceFeedbackLoadEffectResult IID___FIAsyncOperation_1_ForceFeedbackLoadEffectResult | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResultVtbl __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult __FIAsyncOperation_1_ForceFeedbackLoadEffectResult | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult_QueryInterface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult_AddRef __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult_Release __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetIids __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetRuntimeClassName __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetTrustLevel __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetTrustLevel | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult_put_Completed __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult_get_Completed __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed | 
 | #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetResults __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults | 
 | #endif /* WIDL_using_Windows_Foundation */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface | 
 |  */ | 
 | #ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ | 
 | #define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x64cf69e0, 0x5464, 0x5b72, 0xbd,0x4b, 0x82,0xf7,0xc3,0xd0,0x38,0x6d); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Foundation { | 
 |             namespace Collections { | 
 |                 template<> | 
 |                 MIDL_INTERFACE("64cf69e0-5464-5b72-bd4b-82f7c3d0386d") | 
 |                 IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > : IIterator_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor* > > | 
 |                 { | 
 |                 }; | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x64cf69e0, 0x5464, 0x5b72, 0xbd,0x4b, 0x82,0xf7,0xc3,0xd0,0x38,0x6d) | 
 | #endif | 
 | #else | 
 | typedef struct __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *get_Current)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *get_HasCurrent)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         WINBOOL *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *MoveNext)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         WINBOOL *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetMany)( | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 items_size, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items, | 
 |         UINT32 *value); | 
 |  | 
 |     END_INTERFACE | 
 | } __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl; | 
 |  | 
 | interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor { | 
 |     CONST_VTBL __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Current(This,value) (This)->lpVtbl->get_Current(This,value) | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent(This,value) (This)->lpVtbl->get_HasCurrent(This,value) | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext(This,value) (This)->lpVtbl->MoveNext(This,value) | 
 | #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(This,items_size,items,value) (This)->lpVtbl->GetMany(This,items_size,items,value) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Current(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value) { | 
 |     return This->lpVtbl->get_Current(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,WINBOOL *value) { | 
 |     return This->lpVtbl->get_HasCurrent(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,WINBOOL *value) { | 
 |     return This->lpVtbl->MoveNext(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 items_size,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,UINT32 *value) { | 
 |     return This->lpVtbl->GetMany(This,items_size,items,value); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Foundation_Collections | 
 | #define IID_IIterator_ForceFeedbackMotor IID___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor | 
 | #define IIterator_ForceFeedbackMotorVtbl __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl | 
 | #define IIterator_ForceFeedbackMotor __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor | 
 | #define IIterator_ForceFeedbackMotor_QueryInterface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface | 
 | #define IIterator_ForceFeedbackMotor_AddRef __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef | 
 | #define IIterator_ForceFeedbackMotor_Release __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release | 
 | #define IIterator_ForceFeedbackMotor_GetIids __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids | 
 | #define IIterator_ForceFeedbackMotor_GetRuntimeClassName __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName | 
 | #define IIterator_ForceFeedbackMotor_GetTrustLevel __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel | 
 | #define IIterator_ForceFeedbackMotor_get_Current __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Current | 
 | #define IIterator_ForceFeedbackMotor_get_HasCurrent __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent | 
 | #define IIterator_ForceFeedbackMotor_MoveNext __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext | 
 | #define IIterator_ForceFeedbackMotor_GetMany __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany | 
 | #endif /* WIDL_using_Windows_Foundation_Collections */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface | 
 |  */ | 
 | #ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ | 
 | #define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xc14440d1, 0xfea0, 0x5147, 0xae,0xd8, 0x9b,0x85,0x23,0x9d,0xa8,0x82); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Foundation { | 
 |             namespace Collections { | 
 |                 template<> | 
 |                 MIDL_INTERFACE("c14440d1-fea0-5147-aed8-9b85239da882") | 
 |                 IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > : IIterable_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor* > > | 
 |                 { | 
 |                 }; | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xc14440d1, 0xfea0, 0x5147, 0xae,0xd8, 0x9b,0x85,0x23,0x9d,0xa8,0x82) | 
 | #endif | 
 | #else | 
 | typedef struct __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *First)( | 
 |         __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **value); | 
 |  | 
 |     END_INTERFACE | 
 | } __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl; | 
 |  | 
 | interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor { | 
 |     CONST_VTBL __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 | #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_First(This,value) (This)->lpVtbl->First(This,value) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_First(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **value) { | 
 |     return This->lpVtbl->First(This,value); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Foundation_Collections | 
 | #define IID_IIterable_ForceFeedbackMotor IID___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor | 
 | #define IIterable_ForceFeedbackMotorVtbl __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl | 
 | #define IIterable_ForceFeedbackMotor __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor | 
 | #define IIterable_ForceFeedbackMotor_QueryInterface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface | 
 | #define IIterable_ForceFeedbackMotor_AddRef __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef | 
 | #define IIterable_ForceFeedbackMotor_Release __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release | 
 | #define IIterable_ForceFeedbackMotor_GetIids __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids | 
 | #define IIterable_ForceFeedbackMotor_GetRuntimeClassName __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName | 
 | #define IIterable_ForceFeedbackMotor_GetTrustLevel __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel | 
 | #define IIterable_ForceFeedbackMotor_First __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_First | 
 | #endif /* WIDL_using_Windows_Foundation_Collections */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface | 
 |  */ | 
 | #ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ | 
 | #define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x5bfc5070, 0x101d, 0x5fbb, 0x8d,0x5f, 0xce,0x5c,0x23,0xbe,0xcd,0xd9); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Foundation { | 
 |             namespace Collections { | 
 |                 template<> | 
 |                 MIDL_INTERFACE("5bfc5070-101d-5fbb-8d5f-ce5c23becdd9") | 
 |                 IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > : IVectorView_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor* > > | 
 |                 { | 
 |                 }; | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x5bfc5070, 0x101d, 0x5fbb, 0x8d,0x5f, 0xce,0x5c,0x23,0xbe,0xcd,0xd9) | 
 | #endif | 
 | #else | 
 | typedef struct __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetAt)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 index, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *get_Size)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *IndexOf)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *element, | 
 |         UINT32 *index, | 
 |         BOOLEAN *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetMany)( | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 start_index, | 
 |         UINT32 items_size, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items, | 
 |         UINT32 *value); | 
 |  | 
 |     END_INTERFACE | 
 | } __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl; | 
 |  | 
 | interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor { | 
 |     CONST_VTBL __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt(This,index,value) (This)->lpVtbl->GetAt(This,index,value) | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(This,value) (This)->lpVtbl->get_Size(This,value) | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf(This,element,index,value) (This)->lpVtbl->IndexOf(This,element,index,value) | 
 | #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(This,start_index,items_size,items,value) (This)->lpVtbl->GetMany(This,start_index,items_size,items,value) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 index,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value) { | 
 |     return This->lpVtbl->GetAt(This,index,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 *value) { | 
 |     return This->lpVtbl->get_Size(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *element,UINT32 *index,BOOLEAN *value) { | 
 |     return This->lpVtbl->IndexOf(This,element,index,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 start_index,UINT32 items_size,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,UINT32 *value) { | 
 |     return This->lpVtbl->GetMany(This,start_index,items_size,items,value); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Foundation_Collections | 
 | #define IID_IVectorView_ForceFeedbackMotor IID___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor | 
 | #define IVectorView_ForceFeedbackMotorVtbl __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl | 
 | #define IVectorView_ForceFeedbackMotor __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor | 
 | #define IVectorView_ForceFeedbackMotor_QueryInterface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface | 
 | #define IVectorView_ForceFeedbackMotor_AddRef __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef | 
 | #define IVectorView_ForceFeedbackMotor_Release __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release | 
 | #define IVectorView_ForceFeedbackMotor_GetIids __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids | 
 | #define IVectorView_ForceFeedbackMotor_GetRuntimeClassName __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName | 
 | #define IVectorView_ForceFeedbackMotor_GetTrustLevel __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel | 
 | #define IVectorView_ForceFeedbackMotor_GetAt __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt | 
 | #define IVectorView_ForceFeedbackMotor_get_Size __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size | 
 | #define IVectorView_ForceFeedbackMotor_IndexOf __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf | 
 | #define IVectorView_ForceFeedbackMotor_GetMany __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany | 
 | #endif /* WIDL_using_Windows_Foundation_Collections */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */ | 
 |  | 
 | /***************************************************************************** | 
 |  * IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface | 
 |  */ | 
 | #ifndef ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ | 
 | #define ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ | 
 |  | 
 | DEFINE_GUID(IID___FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xb695f739, 0x4ebe, 0x5fd0, 0xa1,0xff, 0x5b,0xa3,0x23,0xb1,0x63,0x55); | 
 | #if defined(__cplusplus) && !defined(CINTERFACE) | 
 | } /* extern "C" */ | 
 | namespace ABI { | 
 |     namespace Windows { | 
 |         namespace Foundation { | 
 |             namespace Collections { | 
 |                 template<> | 
 |                 MIDL_INTERFACE("b695f739-4ebe-5fd0-a1ff-5ba323b16355") | 
 |                 IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > : IVector_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor* > > | 
 |                 { | 
 |                 }; | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 | extern "C" { | 
 | #ifdef __CRT_UUID_DECL | 
 | __CRT_UUID_DECL(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xb695f739, 0x4ebe, 0x5fd0, 0xa1,0xff, 0x5b,0xa3,0x23,0xb1,0x63,0x55) | 
 | #endif | 
 | #else | 
 | typedef struct __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl { | 
 |     BEGIN_INTERFACE | 
 |  | 
 |     /*** IUnknown methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *QueryInterface)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         REFIID riid, | 
 |         void **ppvObject); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *AddRef)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     ULONG (STDMETHODCALLTYPE *Release)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     /*** IInspectable methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetIids)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         ULONG *iidCount, | 
 |         IID **iids); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         HSTRING *className); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         TrustLevel *trustLevel); | 
 |  | 
 |     /*** IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 |     HRESULT (STDMETHODCALLTYPE *GetAt)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 index, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *get_Size)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetView)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *IndexOf)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *element, | 
 |         UINT32 *index, | 
 |         BOOLEAN *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *SetAt)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 index, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *InsertAt)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 index, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *RemoveAt)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 index); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *Append)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *RemoveAtEnd)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *Clear)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *GetMany)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 start_index, | 
 |         UINT32 items_size, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items, | 
 |         UINT32 *value); | 
 |  | 
 |     HRESULT (STDMETHODCALLTYPE *ReplaceAll)( | 
 |         __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, | 
 |         UINT32 count, | 
 |         __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items); | 
 |  | 
 |     END_INTERFACE | 
 | } __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl; | 
 |  | 
 | interface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor { | 
 |     CONST_VTBL __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl; | 
 | }; | 
 |  | 
 | #ifdef COBJMACROS | 
 | #ifndef WIDL_C_INLINE_WRAPPERS | 
 | /*** IUnknown methods ***/ | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This) | 
 | /*** IInspectable methods ***/ | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) | 
 | /*** IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt(This,index,value) (This)->lpVtbl->GetAt(This,index,value) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(This,value) (This)->lpVtbl->get_Size(This,value) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetView(This,value) (This)->lpVtbl->GetView(This,value) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf(This,element,index,value) (This)->lpVtbl->IndexOf(This,element,index,value) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_SetAt(This,index,value) (This)->lpVtbl->SetAt(This,index,value) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_InsertAt(This,index,value) (This)->lpVtbl->InsertAt(This,index,value) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAt(This,index) (This)->lpVtbl->RemoveAt(This,index) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Append(This,value) (This)->lpVtbl->Append(This,value) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAtEnd(This) (This)->lpVtbl->RemoveAtEnd(This) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Clear(This) (This)->lpVtbl->Clear(This) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(This,start_index,items_size,items,value) (This)->lpVtbl->GetMany(This,start_index,items_size,items,value) | 
 | #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_ReplaceAll(This,count,items) (This)->lpVtbl->ReplaceAll(This,count,items) | 
 | #else | 
 | /*** IUnknown methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,REFIID riid,void **ppvObject) { | 
 |     return This->lpVtbl->QueryInterface(This,riid,ppvObject); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->AddRef(This); | 
 | } | 
 | static __WIDL_INLINE ULONG __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->Release(This); | 
 | } | 
 | /*** IInspectable methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,ULONG *iidCount,IID **iids) { | 
 |     return This->lpVtbl->GetIids(This,iidCount,iids); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,HSTRING *className) { | 
 |     return This->lpVtbl->GetRuntimeClassName(This,className); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,TrustLevel *trustLevel) { | 
 |     return This->lpVtbl->GetTrustLevel(This,trustLevel); | 
 | } | 
 | /*** IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/ | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 index,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value) { | 
 |     return This->lpVtbl->GetAt(This,index,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 *value) { | 
 |     return This->lpVtbl->get_Size(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetView(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **value) { | 
 |     return This->lpVtbl->GetView(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *element,UINT32 *index,BOOLEAN *value) { | 
 |     return This->lpVtbl->IndexOf(This,element,index,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_SetAt(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 index,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value) { | 
 |     return This->lpVtbl->SetAt(This,index,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_InsertAt(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 index,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value) { | 
 |     return This->lpVtbl->InsertAt(This,index,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAt(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 index) { | 
 |     return This->lpVtbl->RemoveAt(This,index); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Append(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value) { | 
 |     return This->lpVtbl->Append(This,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAtEnd(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->RemoveAtEnd(This); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Clear(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { | 
 |     return This->lpVtbl->Clear(This); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 start_index,UINT32 items_size,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,UINT32 *value) { | 
 |     return This->lpVtbl->GetMany(This,start_index,items_size,items,value); | 
 | } | 
 | static __WIDL_INLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_ReplaceAll(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 count,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items) { | 
 |     return This->lpVtbl->ReplaceAll(This,count,items); | 
 | } | 
 | #endif | 
 | #ifdef WIDL_using_Windows_Foundation_Collections | 
 | #define IID_IVector_ForceFeedbackMotor IID___FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor | 
 | #define IVector_ForceFeedbackMotorVtbl __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl | 
 | #define IVector_ForceFeedbackMotor __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor | 
 | #define IVector_ForceFeedbackMotor_QueryInterface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface | 
 | #define IVector_ForceFeedbackMotor_AddRef __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef | 
 | #define IVector_ForceFeedbackMotor_Release __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release | 
 | #define IVector_ForceFeedbackMotor_GetIids __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids | 
 | #define IVector_ForceFeedbackMotor_GetRuntimeClassName __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName | 
 | #define IVector_ForceFeedbackMotor_GetTrustLevel __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel | 
 | #define IVector_ForceFeedbackMotor_GetAt __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt | 
 | #define IVector_ForceFeedbackMotor_get_Size __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size | 
 | #define IVector_ForceFeedbackMotor_GetView __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetView | 
 | #define IVector_ForceFeedbackMotor_IndexOf __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf | 
 | #define IVector_ForceFeedbackMotor_SetAt __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_SetAt | 
 | #define IVector_ForceFeedbackMotor_InsertAt __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_InsertAt | 
 | #define IVector_ForceFeedbackMotor_RemoveAt __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAt | 
 | #define IVector_ForceFeedbackMotor_Append __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Append | 
 | #define IVector_ForceFeedbackMotor_RemoveAtEnd __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAtEnd | 
 | #define IVector_ForceFeedbackMotor_Clear __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Clear | 
 | #define IVector_ForceFeedbackMotor_GetMany __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany | 
 | #define IVector_ForceFeedbackMotor_ReplaceAll __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_ReplaceAll | 
 | #endif /* WIDL_using_Windows_Foundation_Collections */ | 
 | #endif | 
 |  | 
 | #endif | 
 |  | 
 | #endif  /* ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */ | 
 |  | 
 | /* Begin additional prototypes for all interfaces */ | 
 |  | 
 |  | 
 | /* End additional prototypes */ | 
 |  | 
 | #ifdef __cplusplus | 
 | } | 
 | #endif | 
 |  | 
 | #endif /* __windows_gaming_input_forcefeedback_h__ */ |