| /* | |
| * Copyright 2021 Rémi Bernon for CodeWeavers | |
| * | |
| * This library is free software; you can redistribute it and/or | |
| * modify it under the terms of the GNU Lesser General Public | |
| * License as published by the Free Software Foundation; either | |
| * version 2.1 of the License, or (at your option) any later version. | |
| * | |
| * This library is distributed in the hope that it will be useful, | |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
| * Lesser General Public License for more details. | |
| * | |
| * You should have received a copy of the GNU Lesser General Public | |
| * License along with this library; if not, write to the Free Software | |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | |
| */ | |
| #ifdef __WIDL__ | |
| #pragma winrt ns_prefix | |
| #endif | |
| import "inspectable.idl"; | |
| import "asyncinfo.idl"; | |
| import "eventtoken.idl"; | |
| import "windowscontracts.idl"; | |
| import "windows.foundation.idl"; | |
| import "windows.foundation.numerics.idl"; | |
| 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; | |
| } | |
| } |