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