|  | /* | 
|  | * Copyright 2021 Rémi Bernon for CodeWeavers | 
|  | * | 
|  | * This library is free software; you can redistribute it and/or | 
|  | * modify it under the terms of the GNU Lesser General Public | 
|  | * License as published by the Free Software Foundation; either | 
|  | * version 2.1 of the License, or (at your option) any later version. | 
|  | * | 
|  | * This library is distributed in the hope that it will be useful, | 
|  | * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|  | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU | 
|  | * Lesser General Public License for more details. | 
|  | * | 
|  | * You should have received a copy of the GNU Lesser General Public | 
|  | * License along with this library; if not, write to the Free Software | 
|  | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | 
|  | */ | 
|  |  | 
|  | #ifdef __WIDL__ | 
|  | #pragma winrt ns_prefix | 
|  | #endif | 
|  |  | 
|  | #ifndef DO_NO_IMPORTS | 
|  | import "inspectable.idl"; | 
|  | import "asyncinfo.idl"; | 
|  | import "eventtoken.idl"; | 
|  | import "windowscontracts.idl"; | 
|  | import "windows.foundation.idl"; | 
|  | import "windows.foundation.numerics.idl"; | 
|  | #endif | 
|  |  | 
|  | namespace Windows.Gaming.Input.ForceFeedback { | 
|  | typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes; | 
|  | typedef enum ForceFeedbackEffectState ForceFeedbackEffectState; | 
|  | typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult; | 
|  | typedef enum PeriodicForceEffectKind PeriodicForceEffectKind; | 
|  | typedef enum ConditionForceEffectKind ConditionForceEffectKind; | 
|  | interface IForceFeedbackEffect; | 
|  | interface IPeriodicForceEffect; | 
|  | interface IPeriodicForceEffectFactory; | 
|  | interface IConditionForceEffect; | 
|  | interface IConditionForceEffectFactory; | 
|  | interface IConstantForceEffect; | 
|  | interface IRampForceEffect; | 
|  | runtimeclass ForceFeedbackMotor; | 
|  | runtimeclass PeriodicForceEffect; | 
|  | runtimeclass ConditionForceEffect; | 
|  | runtimeclass ConstantForceEffect; | 
|  | runtimeclass RampForceEffect; | 
|  |  | 
|  | declare { | 
|  | interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>; | 
|  | interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>; | 
|  | interface Windows.Foundation.Collections.IIterator<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>; | 
|  | interface Windows.Foundation.Collections.IIterable<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>; | 
|  | interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>; | 
|  | interface Windows.Foundation.Collections.IVector<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>; | 
|  | } | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | flags | 
|  | ] | 
|  | enum ForceFeedbackEffectAxes | 
|  | { | 
|  | None = 0x0, | 
|  | X    = 0x1, | 
|  | Y    = 0x2, | 
|  | Z    = 0x4 | 
|  | }; | 
|  |  | 
|  | [contract(Windows.Foundation.UniversalApiContract, 3.0)] | 
|  | enum ForceFeedbackEffectState | 
|  | { | 
|  | Stopped = 0, | 
|  | Running = 1, | 
|  | Paused  = 2, | 
|  | Faulted = 3, | 
|  | }; | 
|  |  | 
|  | [contract(Windows.Foundation.UniversalApiContract, 3.0)] | 
|  | enum ForceFeedbackLoadEffectResult | 
|  | { | 
|  | Succeeded          = 0, | 
|  | EffectStorageFull  = 1, | 
|  | EffectNotSupported = 2 | 
|  | }; | 
|  |  | 
|  | [contract(Windows.Foundation.UniversalApiContract, 3.0)] | 
|  | enum PeriodicForceEffectKind | 
|  | { | 
|  | SquareWave       = 0, | 
|  | SineWave         = 1, | 
|  | TriangleWave     = 2, | 
|  | SawtoothWaveUp   = 3, | 
|  | SawtoothWaveDown = 4, | 
|  | }; | 
|  |  | 
|  | [contract(Windows.Foundation.UniversalApiContract, 3.0)] | 
|  | enum ConditionForceEffectKind | 
|  | { | 
|  | Spring   = 0, | 
|  | Damper   = 1, | 
|  | Inertia  = 2, | 
|  | Friction = 3, | 
|  | }; | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89) | 
|  | ] | 
|  | interface IForceFeedbackEffect : IInspectable | 
|  | { | 
|  | [propget] HRESULT Gain([out, retval] DOUBLE *value); | 
|  | [propput] HRESULT Gain([in] DOUBLE value); | 
|  | [propget] HRESULT State([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectState *value); | 
|  | HRESULT Start(); | 
|  | HRESULT Stop(); | 
|  | } | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor), | 
|  | uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5) | 
|  | ] | 
|  | interface IForceFeedbackMotor : IInspectable | 
|  | { | 
|  | [propget] HRESULT AreEffectsPaused([out, retval] boolean *value); | 
|  | [propget] HRESULT MasterGain([out, retval] DOUBLE *value); | 
|  | [propput] HRESULT MasterGain([in] DOUBLE value); | 
|  | [propget] HRESULT IsEnabled([out, retval] boolean *value); | 
|  | [propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes *value); | 
|  | HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect, | 
|  | [out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult> **async_op); | 
|  | HRESULT PauseAllEffects(); | 
|  | HRESULT ResumeAllEffects(); | 
|  | HRESULT StopAllEffects(); | 
|  | HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op); | 
|  | HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op); | 
|  | HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op); | 
|  | HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect, | 
|  | [out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op); | 
|  | } | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect), | 
|  | uuid(5c5138d7-fc75-4d52-9a0a-efe4cab5fe64) | 
|  | ] | 
|  | interface IPeriodicForceEffect : IInspectable | 
|  | requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect | 
|  | { | 
|  | [propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind *value); | 
|  | HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase, | 
|  | [in] FLOAT bias, [in] Windows.Foundation.TimeSpan duration); | 
|  | HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase, | 
|  | [in] FLOAT bias, [in] FLOAT attack_gain, [in] FLOAT sustain_gain, [in] FLOAT release_gain, | 
|  | [in] Windows.Foundation.TimeSpan start_delay, [in] Windows.Foundation.TimeSpan attack_duration, | 
|  | [in] Windows.Foundation.TimeSpan sustain_duration, [in] Windows.Foundation.TimeSpan release_duration, | 
|  | [in] UINT32 repeat_count); | 
|  | } | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect), | 
|  | uuid(6f62eb1a-9851-477b-b318-35ecaa15070f) | 
|  | ] | 
|  | interface IPeriodicForceEffectFactory : IInspectable | 
|  | { | 
|  | HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind kind, | 
|  | [out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect **value); | 
|  | } | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect), | 
|  | uuid(32d1ea68-3695-4e69-85c0-cd1944189140) | 
|  | ] | 
|  | interface IConditionForceEffect : IInspectable | 
|  | requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect | 
|  | { | 
|  | [propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind *value); | 
|  | HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 direction, [in] FLOAT positive_coeff, | 
|  | [in] FLOAT negative_coeff, [in] FLOAT max_positive_magnitude, [in] FLOAT max_negative_magnitude, | 
|  | [in] FLOAT deadzone, [in] FLOAT bias); | 
|  | } | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect), | 
|  | uuid(91a99264-1810-4eb6-a773-bfd3b8cddbab) | 
|  | ] | 
|  | interface IConditionForceEffectFactory : IInspectable | 
|  | { | 
|  | HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind kind, | 
|  | [out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffect **value); | 
|  | } | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | exclusiveto(Windows.Gaming.Input.ForceFeedback.ConstantForceEffect), | 
|  | uuid(9bfa0140-f3c7-415c-b068-0f068734bce0) | 
|  | ] | 
|  | interface IConstantForceEffect : IInspectable | 
|  | requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect | 
|  | { | 
|  | HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] Windows.Foundation.TimeSpan duration); | 
|  | HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT attack_gain, | 
|  | [in] FLOAT sustain_gain, [in] FLOAT release_gain, [in] Windows.Foundation.TimeSpan start_delay, | 
|  | [in] Windows.Foundation.TimeSpan attack_duration, [in] Windows.Foundation.TimeSpan sustain_duration, | 
|  | [in] Windows.Foundation.TimeSpan release_duration, [in] UINT32 repeat_count); | 
|  | } | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | exclusiveto(Windows.Gaming.Input.ForceFeedback.RampForceEffect), | 
|  | uuid(f1f81259-1ca6-4080-b56d-b43f3354d052) | 
|  | ] | 
|  | interface IRampForceEffect : IInspectable | 
|  | requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect | 
|  | { | 
|  | HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 start_vector, [in] Windows.Foundation.Numerics.Vector3 end_vector, | 
|  | [in] Windows.Foundation.TimeSpan duration); | 
|  | HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 start_vector, [in] Windows.Foundation.Numerics.Vector3 end_vector, | 
|  | [in] FLOAT attack_gain, [in] FLOAT sustain_gain, [in] FLOAT release_gain, [in] Windows.Foundation.TimeSpan start_delay, | 
|  | [in] Windows.Foundation.TimeSpan attack_duration, [in] Windows.Foundation.TimeSpan sustain_duration, | 
|  | [in] Windows.Foundation.TimeSpan release_duration, [in] UINT32 repeat_count); | 
|  | } | 
|  |  | 
|  | [ | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | marshaling_behavior(agile), | 
|  | threading(both) | 
|  | ] | 
|  | runtimeclass ForceFeedbackMotor | 
|  | { | 
|  | [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor; | 
|  | } | 
|  |  | 
|  | [ | 
|  | activatable(Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0), | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | marshaling_behavior(agile), | 
|  | threading(both) | 
|  | ] | 
|  | runtimeclass PeriodicForceEffect | 
|  | { | 
|  | [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect; | 
|  | interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect; | 
|  | } | 
|  |  | 
|  | [ | 
|  | activatable(Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0), | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | marshaling_behavior(agile), | 
|  | threading(both) | 
|  | ] | 
|  | runtimeclass ConditionForceEffect | 
|  | { | 
|  | [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect; | 
|  | interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffect; | 
|  | } | 
|  |  | 
|  | [ | 
|  | activatable(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | marshaling_behavior(agile), | 
|  | threading(both) | 
|  | ] | 
|  | runtimeclass ConstantForceEffect | 
|  | { | 
|  | [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect; | 
|  | interface Windows.Gaming.Input.ForceFeedback.IConstantForceEffect; | 
|  | } | 
|  |  | 
|  | [ | 
|  | activatable(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | contract(Windows.Foundation.UniversalApiContract, 3.0), | 
|  | marshaling_behavior(agile), | 
|  | threading(both) | 
|  | ] | 
|  | runtimeclass RampForceEffect | 
|  | { | 
|  | [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect; | 
|  | interface Windows.Gaming.Input.ForceFeedback.IRampForceEffect; | 
|  | } | 
|  | } |