| /*** Autogenerated by WIDL 10.4 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__ |
| |
| /* 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( |
| ABI::Windows::Gaming::Input::ForceFeedback::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, |
| __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 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 inline ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 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 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 inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState *value) { |
| return This->lpVtbl->get_State(This,value); |
| } |
| static inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) { |
| return This->lpVtbl->Start(This); |
| } |
| static 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( |
| ABI::Windows::Gaming::Input::ForceFeedback::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, |
| __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 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 inline ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 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 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 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 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 inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes *value) { |
| return This->lpVtbl->get_SupportedAxes(This,value); |
| } |
| static 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 inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { |
| return This->lpVtbl->PauseAllEffects(This); |
| } |
| static inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { |
| return This->lpVtbl->ResumeAllEffects(This); |
| } |
| static inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { |
| return This->lpVtbl->StopAllEffects(This); |
| } |
| static 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 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 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 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( |
| ABI::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffectKind *value) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE SetParameters( |
| ABI::Windows::Foundation::Numerics::Vector3 vector, |
| FLOAT frequency, |
| FLOAT phase, |
| FLOAT bias, |
| ABI::Windows::Foundation::TimeSpan duration) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( |
| ABI::Windows::Foundation::Numerics::Vector3 vector, |
| FLOAT frequency, |
| FLOAT phase, |
| FLOAT bias, |
| FLOAT attack_gain, |
| FLOAT sustain_gain, |
| FLOAT release_gain, |
| ABI::Windows::Foundation::TimeSpan start_delay, |
| ABI::Windows::Foundation::TimeSpan attack_duration, |
| ABI::Windows::Foundation::TimeSpan sustain_duration, |
| ABI::Windows::Foundation::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, |
| __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind *value); |
| |
| HRESULT (STDMETHODCALLTYPE *SetParameters)( |
| __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, |
| __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, |
| FLOAT frequency, |
| FLOAT phase, |
| FLOAT bias, |
| __x_ABI_CWindows_CFoundation_CTimeSpan duration); |
| |
| HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)( |
| __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, |
| __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, |
| FLOAT frequency, |
| FLOAT phase, |
| FLOAT bias, |
| FLOAT attack_gain, |
| FLOAT sustain_gain, |
| FLOAT release_gain, |
| __x_ABI_CWindows_CFoundation_CTimeSpan start_delay, |
| __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration, |
| __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration, |
| __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 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 inline ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind *value) { |
| return This->lpVtbl->get_Kind(This,value); |
| } |
| static inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,__x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,FLOAT frequency,FLOAT phase,FLOAT bias,__x_ABI_CWindows_CFoundation_CTimeSpan duration) { |
| return This->lpVtbl->SetParameters(This,vector,frequency,phase,bias,duration); |
| } |
| static inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,__x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,FLOAT frequency,FLOAT phase,FLOAT bias,FLOAT attack_gain,FLOAT sustain_gain,FLOAT release_gain,__x_ABI_CWindows_CFoundation_CTimeSpan start_delay,__x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,__x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,__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( |
| ABI::Windows::Gaming::Input::ForceFeedback::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, |
| __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 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 inline ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,__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( |
| ABI::Windows::Gaming::Input::ForceFeedback::ConditionForceEffectKind *value) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE SetParameters( |
| ABI::Windows::Foundation::Numerics::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, |
| __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind *value); |
| |
| HRESULT (STDMETHODCALLTYPE *SetParameters)( |
| __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, |
| __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 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 inline ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind *value) { |
| return This->lpVtbl->get_Kind(This,value); |
| } |
| static inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,__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( |
| ABI::Windows::Gaming::Input::ForceFeedback::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, |
| __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 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 inline ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,__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( |
| ABI::Windows::Foundation::Numerics::Vector3 vector, |
| ABI::Windows::Foundation::TimeSpan duration) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( |
| ABI::Windows::Foundation::Numerics::Vector3 vector, |
| FLOAT attack_gain, |
| FLOAT sustain_gain, |
| FLOAT release_gain, |
| ABI::Windows::Foundation::TimeSpan start_delay, |
| ABI::Windows::Foundation::TimeSpan attack_duration, |
| ABI::Windows::Foundation::TimeSpan sustain_duration, |
| ABI::Windows::Foundation::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, |
| __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, |
| __x_ABI_CWindows_CFoundation_CTimeSpan duration); |
| |
| HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)( |
| __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, |
| __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, |
| FLOAT attack_gain, |
| FLOAT sustain_gain, |
| FLOAT release_gain, |
| __x_ABI_CWindows_CFoundation_CTimeSpan start_delay, |
| __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration, |
| __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration, |
| __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 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 inline ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,__x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,__x_ABI_CWindows_CFoundation_CTimeSpan duration) { |
| return This->lpVtbl->SetParameters(This,vector,duration); |
| } |
| static inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,__x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,FLOAT attack_gain,FLOAT sustain_gain,FLOAT release_gain,__x_ABI_CWindows_CFoundation_CTimeSpan start_delay,__x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,__x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,__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( |
| ABI::Windows::Foundation::Numerics::Vector3 start_vector, |
| ABI::Windows::Foundation::Numerics::Vector3 end_vector, |
| ABI::Windows::Foundation::TimeSpan duration) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( |
| ABI::Windows::Foundation::Numerics::Vector3 start_vector, |
| ABI::Windows::Foundation::Numerics::Vector3 end_vector, |
| FLOAT attack_gain, |
| FLOAT sustain_gain, |
| FLOAT release_gain, |
| ABI::Windows::Foundation::TimeSpan start_delay, |
| ABI::Windows::Foundation::TimeSpan attack_duration, |
| ABI::Windows::Foundation::TimeSpan sustain_duration, |
| ABI::Windows::Foundation::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, |
| __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector, |
| __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector, |
| __x_ABI_CWindows_CFoundation_CTimeSpan duration); |
| |
| HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)( |
| __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, |
| __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector, |
| __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector, |
| FLOAT attack_gain, |
| FLOAT sustain_gain, |
| FLOAT release_gain, |
| __x_ABI_CWindows_CFoundation_CTimeSpan start_delay, |
| __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration, |
| __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration, |
| __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 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 inline ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,__x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector,__x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector,__x_ABI_CWindows_CFoundation_CTimeSpan duration) { |
| return This->lpVtbl->SetParameters(This,start_vector,end_vector,duration); |
| } |
| static inline HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,__x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector,__x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector,FLOAT attack_gain,FLOAT sustain_gain,FLOAT release_gain,__x_ABI_CWindows_CFoundation_CTimeSpan start_delay,__x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,__x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,__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 inline HRESULT __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_QueryInterface(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This,REFIID riid,void **ppvObject) { |
| return This->lpVtbl->QueryInterface(This,riid,ppvObject); |
| } |
| static inline ULONG __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_AddRef(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static inline ULONG __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Release(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This) { |
| return This->lpVtbl->Release(This); |
| } |
| /*** IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/ |
| static 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, |
| __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 inline HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,REFIID riid,void **ppvObject) { |
| return This->lpVtbl->QueryInterface(This,riid,ppvObject); |
| } |
| static inline ULONG __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static inline ULONG __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This) { |
| return This->lpVtbl->Release(This); |
| } |
| /*** IInspectable methods ***/ |
| static inline HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,ULONG *iidCount,IID **iids) { |
| return This->lpVtbl->GetIids(This,iidCount,iids); |
| } |
| static inline HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,HSTRING *className) { |
| return This->lpVtbl->GetRuntimeClassName(This,className); |
| } |
| static 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 inline HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *handler) { |
| return This->lpVtbl->put_Completed(This,handler); |
| } |
| static inline HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult **handler) { |
| return This->lpVtbl->get_Completed(This,handler); |
| } |
| static inline HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,__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, |
| boolean *value); |
| |
| HRESULT (STDMETHODCALLTYPE *MoveNext)( |
| __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, |
| boolean *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 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 inline ULONG __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 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 inline HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,boolean *value) { |
| return This->lpVtbl->get_HasCurrent(This,value); |
| } |
| static inline HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,boolean *value) { |
| return This->lpVtbl->MoveNext(This,value); |
| } |
| static 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 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 inline ULONG __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 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 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 inline ULONG __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 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 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 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 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 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 inline ULONG __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { |
| return This->lpVtbl->AddRef(This); |
| } |
| static 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 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 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 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 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 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 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 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 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 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 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 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 inline HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAtEnd(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { |
| return This->lpVtbl->RemoveAtEnd(This); |
| } |
| static inline HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Clear(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { |
| return This->lpVtbl->Clear(This); |
| } |
| static 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 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__ */ |