/*** Autogenerated by WIDL 7.7 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 #include #endif #ifndef COM_NO_WINDOWS_H #include #include #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 #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 #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 #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 #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 #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 #endif /* __cplusplus */ #endif /* Headers for imported files */ #include #include #include #include #include #include #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 #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 #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 #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 #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 #endif /* __cplusplus */ #endif #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifdef __cplusplus } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum ForceFeedbackEffectAxes { ForceFeedbackEffectAxes_None = 0x0, ForceFeedbackEffectAxes_X = 0x1, ForceFeedbackEffectAxes_Y = 0x2, ForceFeedbackEffectAxes_Z = 0x4 }; } } } } } extern "C" { #else enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes { ForceFeedbackEffectAxes_None = 0x0, ForceFeedbackEffectAxes_X = 0x1, ForceFeedbackEffectAxes_Y = 0x2, ForceFeedbackEffectAxes_Z = 0x4 }; #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define ForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifdef __cplusplus } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum ForceFeedbackEffectState { ForceFeedbackEffectState_Stopped = 0, ForceFeedbackEffectState_Running = 1, ForceFeedbackEffectState_Paused = 2, ForceFeedbackEffectState_Faulted = 3 }; } } } } } extern "C" { #else enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState { ForceFeedbackEffectState_Stopped = 0, ForceFeedbackEffectState_Running = 1, ForceFeedbackEffectState_Paused = 2, ForceFeedbackEffectState_Faulted = 3 }; #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define ForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifdef __cplusplus } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum ForceFeedbackLoadEffectResult { ForceFeedbackLoadEffectResult_Succeeded = 0, ForceFeedbackLoadEffectResult_EffectStorageFull = 1, ForceFeedbackLoadEffectResult_EffectNotSupported = 2 }; } } } } } extern "C" { #else enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult { ForceFeedbackLoadEffectResult_Succeeded = 0, ForceFeedbackLoadEffectResult_EffectStorageFull = 1, ForceFeedbackLoadEffectResult_EffectNotSupported = 2 }; #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define ForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifdef __cplusplus } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum PeriodicForceEffectKind { PeriodicForceEffectKind_SquareWave = 0, PeriodicForceEffectKind_SineWave = 1, PeriodicForceEffectKind_TriangleWave = 2, PeriodicForceEffectKind_SawtoothWaveUp = 3, PeriodicForceEffectKind_SawtoothWaveDown = 4 }; } } } } } extern "C" { #else enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind { PeriodicForceEffectKind_SquareWave = 0, PeriodicForceEffectKind_SineWave = 1, PeriodicForceEffectKind_TriangleWave = 2, PeriodicForceEffectKind_SawtoothWaveUp = 3, PeriodicForceEffectKind_SawtoothWaveDown = 4 }; #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define PeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifdef __cplusplus } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum ConditionForceEffectKind { ConditionForceEffectKind_Spring = 0, ConditionForceEffectKind_Damper = 1, ConditionForceEffectKind_Inertia = 2, ConditionForceEffectKind_Friction = 3 }; } } } } } extern "C" { #else enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind { ConditionForceEffectKind_Spring = 0, ConditionForceEffectKind_Damper = 1, ConditionForceEffectKind_Inertia = 2, ConditionForceEffectKind_Friction = 3 }; #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define ConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /***************************************************************************** * IForceFeedbackEffect interface */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect, 0xa17fba0c, 0x2ae4, 0x48c2, 0x80,0x63, 0xea,0xbd,0x07,0x77,0xcb,0x89); #if defined(__cplusplus) && !defined(CINTERFACE) } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("a17fba0c-2ae4-48c2-8063-eabd0777cb89") IForceFeedbackEffect : public IInspectable { virtual HRESULT STDMETHODCALLTYPE get_Gain( DOUBLE *value) = 0; virtual HRESULT STDMETHODCALLTYPE put_Gain( DOUBLE value) = 0; virtual HRESULT STDMETHODCALLTYPE get_State( enum ForceFeedbackEffectState *value) = 0; virtual HRESULT STDMETHODCALLTYPE Start( ) = 0; virtual HRESULT STDMETHODCALLTYPE Stop( ) = 0; }; } } } } } extern "C" { #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect, 0xa17fba0c, 0x2ae4, 0x48c2, 0x80,0x63, 0xea,0xbd,0x07,0x77,0xcb,0x89) #endif #else typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This); ULONG (STDMETHODCALLTYPE *Release)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This); /*** IInspectable methods ***/ HRESULT (STDMETHODCALLTYPE *GetIids)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, ULONG *iidCount, IID **iids); HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, HSTRING *className); HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, TrustLevel *trustLevel); /*** IForceFeedbackEffect methods ***/ HRESULT (STDMETHODCALLTYPE *get_Gain)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, DOUBLE *value); HRESULT (STDMETHODCALLTYPE *put_Gain)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, DOUBLE value); HRESULT (STDMETHODCALLTYPE *get_State)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState *value); HRESULT (STDMETHODCALLTYPE *Start)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This); HRESULT (STDMETHODCALLTYPE *Stop)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect { CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef(This) (This)->lpVtbl->AddRef(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IForceFeedbackEffect methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain(This,value) (This)->lpVtbl->get_Gain(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain(This,value) (This)->lpVtbl->put_Gain(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State(This,value) (This)->lpVtbl->get_State(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start(This) (This)->lpVtbl->Start(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop(This) (This)->lpVtbl->Stop(This) #else /*** IUnknown methods ***/ static FORCEINLINE 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 FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState *value) { return This->lpVtbl->get_State(This,value); } static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) { return This->lpVtbl->Start(This); } static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) { return This->lpVtbl->Stop(This); } #endif #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define IID_IForceFeedbackEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect #define IForceFeedbackEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl #define IForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect #define IForceFeedbackEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface #define IForceFeedbackEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef #define IForceFeedbackEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release #define IForceFeedbackEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids #define IForceFeedbackEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName #define IForceFeedbackEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel #define IForceFeedbackEffect_get_Gain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain #define IForceFeedbackEffect_put_Gain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain #define IForceFeedbackEffect_get_State __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State #define IForceFeedbackEffect_Start __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start #define IForceFeedbackEffect_Stop __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /***************************************************************************** * IForceFeedbackMotor interface */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor, 0x8d3d417c, 0xa5ea, 0x4516, 0x80,0x26, 0x2b,0x00,0xf7,0x4e,0xf6,0xe5); #if defined(__cplusplus) && !defined(CINTERFACE) } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("8d3d417c-a5ea-4516-8026-2b00f74ef6e5") IForceFeedbackMotor : public IInspectable { virtual HRESULT STDMETHODCALLTYPE get_AreEffectsPaused( boolean *value) = 0; virtual HRESULT STDMETHODCALLTYPE get_MasterGain( DOUBLE *value) = 0; virtual HRESULT STDMETHODCALLTYPE put_MasterGain( DOUBLE value) = 0; virtual HRESULT STDMETHODCALLTYPE get_IsEnabled( boolean *value) = 0; virtual HRESULT STDMETHODCALLTYPE get_SupportedAxes( enum ForceFeedbackEffectAxes *value) = 0; virtual HRESULT STDMETHODCALLTYPE LoadEffectAsync( ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect *effect, ABI::Windows::Foundation::IAsyncOperation **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 **async_op) = 0; virtual HRESULT STDMETHODCALLTYPE TryEnableAsync( ABI::Windows::Foundation::IAsyncOperation **async_op) = 0; virtual HRESULT STDMETHODCALLTYPE TryResetAsync( ABI::Windows::Foundation::IAsyncOperation **async_op) = 0; virtual HRESULT STDMETHODCALLTYPE TryUnloadEffectAsync( ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect *effect, ABI::Windows::Foundation::IAsyncOperation **async_op) = 0; }; } } } } } extern "C" { #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor, 0x8d3d417c, 0xa5ea, 0x4516, 0x80,0x26, 0x2b,0x00,0xf7,0x4e,0xf6,0xe5) #endif #else typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); ULONG (STDMETHODCALLTYPE *Release)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); /*** IInspectable methods ***/ HRESULT (STDMETHODCALLTYPE *GetIids)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, ULONG *iidCount, IID **iids); HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, HSTRING *className); HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, TrustLevel *trustLevel); /*** IForceFeedbackMotor methods ***/ HRESULT (STDMETHODCALLTYPE *get_AreEffectsPaused)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, boolean *value); HRESULT (STDMETHODCALLTYPE *get_MasterGain)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, DOUBLE *value); HRESULT (STDMETHODCALLTYPE *put_MasterGain)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, DOUBLE value); HRESULT (STDMETHODCALLTYPE *get_IsEnabled)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, boolean *value); HRESULT (STDMETHODCALLTYPE *get_SupportedAxes)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes *value); HRESULT (STDMETHODCALLTYPE *LoadEffectAsync)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect, __FIAsyncOperation_1_ForceFeedbackLoadEffectResult **async_op); HRESULT (STDMETHODCALLTYPE *PauseAllEffects)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); HRESULT (STDMETHODCALLTYPE *ResumeAllEffects)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); HRESULT (STDMETHODCALLTYPE *StopAllEffects)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This); HRESULT (STDMETHODCALLTYPE *TryDisableAsync)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, __FIAsyncOperation_1_boolean **async_op); HRESULT (STDMETHODCALLTYPE *TryEnableAsync)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, __FIAsyncOperation_1_boolean **async_op); HRESULT (STDMETHODCALLTYPE *TryResetAsync)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, __FIAsyncOperation_1_boolean **async_op); HRESULT (STDMETHODCALLTYPE *TryUnloadEffectAsync)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect, __FIAsyncOperation_1_boolean **async_op); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor { CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IForceFeedbackMotor methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused(This,value) (This)->lpVtbl->get_AreEffectsPaused(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain(This,value) (This)->lpVtbl->get_MasterGain(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain(This,value) (This)->lpVtbl->put_MasterGain(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled(This,value) (This)->lpVtbl->get_IsEnabled(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes(This,value) (This)->lpVtbl->get_SupportedAxes(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_LoadEffectAsync(This,effect,async_op) (This)->lpVtbl->LoadEffectAsync(This,effect,async_op) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects(This) (This)->lpVtbl->PauseAllEffects(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects(This) (This)->lpVtbl->ResumeAllEffects(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects(This) (This)->lpVtbl->StopAllEffects(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync(This,async_op) (This)->lpVtbl->TryDisableAsync(This,async_op) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync(This,async_op) (This)->lpVtbl->TryEnableAsync(This,async_op) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync(This,async_op) (This)->lpVtbl->TryResetAsync(This,async_op) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync(This,effect,async_op) (This)->lpVtbl->TryUnloadEffectAsync(This,effect,async_op) #else /*** IUnknown methods ***/ static FORCEINLINE 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 FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes *value) { return This->lpVtbl->get_SupportedAxes(This,value); } static FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { return This->lpVtbl->PauseAllEffects(This); } static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { return This->lpVtbl->ResumeAllEffects(This); } static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) { return This->lpVtbl->StopAllEffects(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect,__FIAsyncOperation_1_boolean **async_op) { return This->lpVtbl->TryUnloadEffectAsync(This,effect,async_op); } #endif #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define IID_IForceFeedbackMotor IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor #define IForceFeedbackMotorVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl #define IForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor #define IForceFeedbackMotor_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface #define IForceFeedbackMotor_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef #define IForceFeedbackMotor_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release #define IForceFeedbackMotor_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids #define IForceFeedbackMotor_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName #define IForceFeedbackMotor_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel #define IForceFeedbackMotor_get_AreEffectsPaused __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused #define IForceFeedbackMotor_get_MasterGain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain #define IForceFeedbackMotor_put_MasterGain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain #define IForceFeedbackMotor_get_IsEnabled __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled #define IForceFeedbackMotor_get_SupportedAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes #define IForceFeedbackMotor_LoadEffectAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_LoadEffectAsync #define IForceFeedbackMotor_PauseAllEffects __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects #define IForceFeedbackMotor_ResumeAllEffects __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects #define IForceFeedbackMotor_StopAllEffects __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects #define IForceFeedbackMotor_TryDisableAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync #define IForceFeedbackMotor_TryEnableAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync #define IForceFeedbackMotor_TryResetAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync #define IForceFeedbackMotor_TryUnloadEffectAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /***************************************************************************** * IPeriodicForceEffect interface */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect, 0x5c5138d7, 0xfc75, 0x4d52, 0x9a,0x0a, 0xef,0xe4,0xca,0xb5,0xfe,0x64); #if defined(__cplusplus) && !defined(CINTERFACE) } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("5c5138d7-fc75-4d52-9a0a-efe4cab5fe64") IPeriodicForceEffect : public IInspectable { virtual HRESULT STDMETHODCALLTYPE get_Kind( enum PeriodicForceEffectKind *value) = 0; virtual HRESULT STDMETHODCALLTYPE SetParameters( struct Vector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, struct TimeSpan duration) = 0; virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( struct Vector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, FLOAT attack_gain, FLOAT sustain_gain, FLOAT release_gain, struct TimeSpan start_delay, struct TimeSpan attack_duration, struct TimeSpan sustain_duration, struct TimeSpan release_duration, UINT32 repeat_count) = 0; }; } } } } } extern "C" { #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect, 0x5c5138d7, 0xfc75, 0x4d52, 0x9a,0x0a, 0xef,0xe4,0xca,0xb5,0xfe,0x64) #endif #else typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This); ULONG (STDMETHODCALLTYPE *Release)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This); /*** IInspectable methods ***/ HRESULT (STDMETHODCALLTYPE *GetIids)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, ULONG *iidCount, IID **iids); HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, HSTRING *className); HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, TrustLevel *trustLevel); /*** IPeriodicForceEffect methods ***/ HRESULT (STDMETHODCALLTYPE *get_Kind)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind *value); HRESULT (STDMETHODCALLTYPE *SetParameters)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, FLOAT attack_gain, FLOAT sustain_gain, FLOAT release_gain, struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay, struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration, struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration, struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration, UINT32 repeat_count); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect { CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IPeriodicForceEffect methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind(This,value) (This)->lpVtbl->get_Kind(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters(This,vector,frequency,phase,bias,duration) (This)->lpVtbl->SetParameters(This,vector,frequency,phase,bias,duration) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope(This,vector,frequency,phase,bias,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) (This)->lpVtbl->SetParametersWithEnvelope(This,vector,frequency,phase,bias,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) #else /*** IUnknown methods ***/ static FORCEINLINE 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 FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind *value) { return This->lpVtbl->get_Kind(This,value); } static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,FLOAT frequency,FLOAT phase,FLOAT bias,struct __x_ABI_CWindows_CFoundation_CTimeSpan duration) { return This->lpVtbl->SetParameters(This,vector,frequency,phase,bias,duration); } static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,FLOAT frequency,FLOAT phase,FLOAT bias,FLOAT attack_gain,FLOAT sustain_gain,FLOAT release_gain,struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay,struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration,UINT32 repeat_count) { return This->lpVtbl->SetParametersWithEnvelope(This,vector,frequency,phase,bias,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count); } #endif #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define IID_IPeriodicForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect #define IPeriodicForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl #define IPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect #define IPeriodicForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface #define IPeriodicForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef #define IPeriodicForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release #define IPeriodicForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids #define IPeriodicForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName #define IPeriodicForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel #define IPeriodicForceEffect_get_Kind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind #define IPeriodicForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters #define IPeriodicForceEffect_SetParametersWithEnvelope __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /***************************************************************************** * IPeriodicForceEffectFactory interface */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory, 0x6f62eb1a, 0x9851, 0x477b, 0xb3,0x18, 0x35,0xec,0xaa,0x15,0x07,0x0f); #if defined(__cplusplus) && !defined(CINTERFACE) } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("6f62eb1a-9851-477b-b318-35ecaa15070f") IPeriodicForceEffectFactory : public IInspectable { virtual HRESULT STDMETHODCALLTYPE CreateInstance( enum PeriodicForceEffectKind kind, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect **value) = 0; }; } } } } } extern "C" { #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory, 0x6f62eb1a, 0x9851, 0x477b, 0xb3,0x18, 0x35,0xec,0xaa,0x15,0x07,0x0f) #endif #else typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This); ULONG (STDMETHODCALLTYPE *Release)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This); /*** IInspectable methods ***/ HRESULT (STDMETHODCALLTYPE *GetIids)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, ULONG *iidCount, IID **iids); HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, HSTRING *className); HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, TrustLevel *trustLevel); /*** IPeriodicForceEffectFactory methods ***/ HRESULT (STDMETHODCALLTYPE *CreateInstance)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind kind, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory { CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef(This) (This)->lpVtbl->AddRef(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IPeriodicForceEffectFactory methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance(This,kind,value) (This)->lpVtbl->CreateInstance(This,kind,value) #else /*** IUnknown methods ***/ static FORCEINLINE 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 FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind kind,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value) { return This->lpVtbl->CreateInstance(This,kind,value); } #endif #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define IID_IPeriodicForceEffectFactory IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory #define IPeriodicForceEffectFactoryVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl #define IPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory #define IPeriodicForceEffectFactory_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface #define IPeriodicForceEffectFactory_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef #define IPeriodicForceEffectFactory_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release #define IPeriodicForceEffectFactory_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids #define IPeriodicForceEffectFactory_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName #define IPeriodicForceEffectFactory_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel #define IPeriodicForceEffectFactory_CreateInstance __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /***************************************************************************** * IConditionForceEffect interface */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect, 0x32d1ea68, 0x3695, 0x4e69, 0x85,0xc0, 0xcd,0x19,0x44,0x18,0x91,0x40); #if defined(__cplusplus) && !defined(CINTERFACE) } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("32d1ea68-3695-4e69-85c0-cd1944189140") IConditionForceEffect : public IInspectable { virtual HRESULT STDMETHODCALLTYPE get_Kind( enum ConditionForceEffectKind *value) = 0; virtual HRESULT STDMETHODCALLTYPE SetParameters( struct Vector3 direction, FLOAT positive_coeff, FLOAT negative_coeff, FLOAT max_positive_magnitude, FLOAT max_negative_magnitude, FLOAT deadzone, FLOAT bias) = 0; }; } } } } } extern "C" { #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect, 0x32d1ea68, 0x3695, 0x4e69, 0x85,0xc0, 0xcd,0x19,0x44,0x18,0x91,0x40) #endif #else typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This); ULONG (STDMETHODCALLTYPE *Release)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This); /*** IInspectable methods ***/ HRESULT (STDMETHODCALLTYPE *GetIids)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, ULONG *iidCount, IID **iids); HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, HSTRING *className); HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, TrustLevel *trustLevel); /*** IConditionForceEffect methods ***/ HRESULT (STDMETHODCALLTYPE *get_Kind)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind *value); HRESULT (STDMETHODCALLTYPE *SetParameters)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 direction, FLOAT positive_coeff, FLOAT negative_coeff, FLOAT max_positive_magnitude, FLOAT max_negative_magnitude, FLOAT deadzone, FLOAT bias); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect { CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IConditionForceEffect methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind(This,value) (This)->lpVtbl->get_Kind(This,value) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters(This,direction,positive_coeff,negative_coeff,max_positive_magnitude,max_negative_magnitude,deadzone,bias) (This)->lpVtbl->SetParameters(This,direction,positive_coeff,negative_coeff,max_positive_magnitude,max_negative_magnitude,deadzone,bias) #else /*** IUnknown methods ***/ static FORCEINLINE 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 FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind *value) { return This->lpVtbl->get_Kind(This,value); } static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 direction,FLOAT positive_coeff,FLOAT negative_coeff,FLOAT max_positive_magnitude,FLOAT max_negative_magnitude,FLOAT deadzone,FLOAT bias) { return This->lpVtbl->SetParameters(This,direction,positive_coeff,negative_coeff,max_positive_magnitude,max_negative_magnitude,deadzone,bias); } #endif #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define IID_IConditionForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect #define IConditionForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl #define IConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect #define IConditionForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface #define IConditionForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef #define IConditionForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release #define IConditionForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids #define IConditionForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName #define IConditionForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel #define IConditionForceEffect_get_Kind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind #define IConditionForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /***************************************************************************** * IConditionForceEffectFactory interface */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory, 0x91a99264, 0x1810, 0x4eb6, 0xa7,0x73, 0xbf,0xd3,0xb8,0xcd,0xdb,0xab); #if defined(__cplusplus) && !defined(CINTERFACE) } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("91a99264-1810-4eb6-a773-bfd3b8cddbab") IConditionForceEffectFactory : public IInspectable { virtual HRESULT STDMETHODCALLTYPE CreateInstance( enum ConditionForceEffectKind kind, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect **value) = 0; }; } } } } } extern "C" { #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory, 0x91a99264, 0x1810, 0x4eb6, 0xa7,0x73, 0xbf,0xd3,0xb8,0xcd,0xdb,0xab) #endif #else typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This); ULONG (STDMETHODCALLTYPE *Release)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This); /*** IInspectable methods ***/ HRESULT (STDMETHODCALLTYPE *GetIids)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, ULONG *iidCount, IID **iids); HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, HSTRING *className); HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, TrustLevel *trustLevel); /*** IConditionForceEffectFactory methods ***/ HRESULT (STDMETHODCALLTYPE *CreateInstance)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind kind, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory { CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef(This) (This)->lpVtbl->AddRef(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IConditionForceEffectFactory methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance(This,kind,value) (This)->lpVtbl->CreateInstance(This,kind,value) #else /*** IUnknown methods ***/ static FORCEINLINE 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 FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind kind,__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value) { return This->lpVtbl->CreateInstance(This,kind,value); } #endif #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define IID_IConditionForceEffectFactory IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory #define IConditionForceEffectFactoryVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl #define IConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory #define IConditionForceEffectFactory_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface #define IConditionForceEffectFactory_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef #define IConditionForceEffectFactory_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release #define IConditionForceEffectFactory_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids #define IConditionForceEffectFactory_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName #define IConditionForceEffectFactory_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel #define IConditionForceEffectFactory_CreateInstance __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /***************************************************************************** * IConstantForceEffect interface */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect, 0x9bfa0140, 0xf3c7, 0x415c, 0xb0,0x68, 0x0f,0x06,0x87,0x34,0xbc,0xe0); #if defined(__cplusplus) && !defined(CINTERFACE) } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("9bfa0140-f3c7-415c-b068-0f068734bce0") IConstantForceEffect : public IInspectable { virtual HRESULT STDMETHODCALLTYPE SetParameters( struct Vector3 vector, struct TimeSpan duration) = 0; virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( struct Vector3 vector, FLOAT attack_gain, FLOAT sustain_gain, FLOAT release_gain, struct TimeSpan start_delay, struct TimeSpan attack_duration, struct TimeSpan sustain_duration, struct TimeSpan release_duration, UINT32 repeat_count) = 0; }; } } } } } extern "C" { #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect, 0x9bfa0140, 0xf3c7, 0x415c, 0xb0,0x68, 0x0f,0x06,0x87,0x34,0xbc,0xe0) #endif #else typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This); ULONG (STDMETHODCALLTYPE *Release)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This); /*** IInspectable methods ***/ HRESULT (STDMETHODCALLTYPE *GetIids)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, ULONG *iidCount, IID **iids); HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, HSTRING *className); HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, TrustLevel *trustLevel); /*** IConstantForceEffect methods ***/ HRESULT (STDMETHODCALLTYPE *SetParameters)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, FLOAT attack_gain, FLOAT sustain_gain, FLOAT release_gain, struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay, struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration, struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration, struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration, UINT32 repeat_count); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect { CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IConstantForceEffect methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters(This,vector,duration) (This)->lpVtbl->SetParameters(This,vector,duration) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope(This,vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) (This)->lpVtbl->SetParametersWithEnvelope(This,vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) #else /*** IUnknown methods ***/ static FORCEINLINE 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 FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,struct __x_ABI_CWindows_CFoundation_CTimeSpan duration) { return This->lpVtbl->SetParameters(This,vector,duration); } static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,FLOAT attack_gain,FLOAT sustain_gain,FLOAT release_gain,struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay,struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration,UINT32 repeat_count) { return This->lpVtbl->SetParametersWithEnvelope(This,vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count); } #endif #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define IID_IConstantForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect #define IConstantForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl #define IConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect #define IConstantForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface #define IConstantForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef #define IConstantForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release #define IConstantForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids #define IConstantForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName #define IConstantForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel #define IConstantForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters #define IConstantForceEffect_SetParametersWithEnvelope __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /***************************************************************************** * IRampForceEffect interface */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect, 0xf1f81259, 0x1ca6, 0x4080, 0xb5,0x6d, 0xb4,0x3f,0x33,0x54,0xd0,0x52); #if defined(__cplusplus) && !defined(CINTERFACE) } /* extern "C" */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("f1f81259-1ca6-4080-b56d-b43f3354d052") IRampForceEffect : public IInspectable { virtual HRESULT STDMETHODCALLTYPE SetParameters( struct Vector3 start_vector, struct Vector3 end_vector, struct TimeSpan duration) = 0; virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( struct Vector3 start_vector, struct Vector3 end_vector, FLOAT attack_gain, FLOAT sustain_gain, FLOAT release_gain, struct TimeSpan start_delay, struct TimeSpan attack_duration, struct TimeSpan sustain_duration, struct TimeSpan release_duration, UINT32 repeat_count) = 0; }; } } } } } extern "C" { #ifdef __CRT_UUID_DECL __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect, 0xf1f81259, 0x1ca6, 0x4080, 0xb5,0x6d, 0xb4,0x3f,0x33,0x54,0xd0,0x52) #endif #else typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl { BEGIN_INTERFACE /*** IUnknown methods ***/ HRESULT (STDMETHODCALLTYPE *QueryInterface)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, REFIID riid, void **ppvObject); ULONG (STDMETHODCALLTYPE *AddRef)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This); ULONG (STDMETHODCALLTYPE *Release)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This); /*** IInspectable methods ***/ HRESULT (STDMETHODCALLTYPE *GetIids)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, ULONG *iidCount, IID **iids); HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, HSTRING *className); HRESULT (STDMETHODCALLTYPE *GetTrustLevel)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, TrustLevel *trustLevel); /*** IRampForceEffect methods ***/ HRESULT (STDMETHODCALLTYPE *SetParameters)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector, struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)( __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector, FLOAT attack_gain, FLOAT sustain_gain, FLOAT release_gain, struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay, struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration, struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration, struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration, UINT32 repeat_count); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect { CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IRampForceEffect methods ***/ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters(This,start_vector,end_vector,duration) (This)->lpVtbl->SetParameters(This,start_vector,end_vector,duration) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope(This,start_vector,end_vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) (This)->lpVtbl->SetParametersWithEnvelope(This,start_vector,end_vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count) #else /*** IUnknown methods ***/ static FORCEINLINE 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 FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector,struct __x_ABI_CWindows_CFoundation_CTimeSpan duration) { return This->lpVtbl->SetParameters(This,start_vector,end_vector,duration); } static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector,struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector,FLOAT attack_gain,FLOAT sustain_gain,FLOAT release_gain,struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay,struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration,UINT32 repeat_count) { return This->lpVtbl->SetParametersWithEnvelope(This,start_vector,end_vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count); } #endif #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback #define IID_IRampForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect #define IRampForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl #define IRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect #define IRampForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface #define IRampForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef #define IRampForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release #define IRampForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids #define IRampForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName #define IRampForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel #define IRampForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters #define IRampForceEffect_SetParametersWithEnvelope __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */ #endif #endif #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /* * Class Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED #if !defined(_MSC_VER) && !defined(__MINGW32__) static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','F','o','r','c','e','F','e','e','d','b','a','c','k','M','o','t','o','r',0}; #elif defined(__GNUC__) && !defined(__cplusplus) const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = L"Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor"; #else extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','F','o','r','c','e','F','e','e','d','b','a','c','k','M','o','t','o','r',0}; #endif #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /* * Class Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED #if !defined(_MSC_VER) && !defined(__MINGW32__) static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','P','e','r','i','o','d','i','c','F','o','r','c','e','E','f','f','e','c','t',0}; #elif defined(__GNUC__) && !defined(__cplusplus) const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect"; #else extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','P','e','r','i','o','d','i','c','F','o','r','c','e','E','f','f','e','c','t',0}; #endif #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /* * Class Windows.Gaming.Input.ForceFeedback.ConditionForceEffect */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED #if !defined(_MSC_VER) && !defined(__MINGW32__) static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','C','o','n','d','i','t','i','o','n','F','o','r','c','e','E','f','f','e','c','t',0}; #elif defined(__GNUC__) && !defined(__cplusplus) const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConditionForceEffect"; #else extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','C','o','n','d','i','t','i','o','n','F','o','r','c','e','E','f','f','e','c','t',0}; #endif #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /* * Class Windows.Gaming.Input.ForceFeedback.ConstantForceEffect */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED #if !defined(_MSC_VER) && !defined(__MINGW32__) static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','C','o','n','s','t','a','n','t','F','o','r','c','e','E','f','f','e','c','t',0}; #elif defined(__GNUC__) && !defined(__cplusplus) const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConstantForceEffect"; #else extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','C','o','n','s','t','a','n','t','F','o','r','c','e','E','f','f','e','c','t',0}; #endif #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /* * Class Windows.Gaming.Input.ForceFeedback.RampForceEffect */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED #if !defined(_MSC_VER) && !defined(__MINGW32__) static const WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','R','a','m','p','F','o','r','c','e','E','f','f','e','c','t',0}; #elif defined(__GNUC__) && !defined(__cplusplus) const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.RampForceEffect"; #else extern const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = {'W','i','n','d','o','w','s','.','G','a','m','i','n','g','.','I','n','p','u','t','.','F','o','r','c','e','F','e','e','d','b','a','c','k','.','R','a','m','p','F','o','r','c','e','E','f','f','e','c','t',0}; #endif #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED */ #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */ /***************************************************************************** * IAsyncOperationCompletedHandler 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 : IAsyncOperationCompletedHandler_impl { }; } } } 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 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 methods ***/ #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Invoke(This,info,status) (This)->lpVtbl->Invoke(This,info,status) #else /*** IUnknown methods ***/ static FORCEINLINE HRESULT __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_QueryInterface(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_AddRef(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Release(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This) { return This->lpVtbl->Release(This); } /*** IAsyncOperationCompletedHandler methods ***/ static FORCEINLINE 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 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 : IAsyncOperation_impl { }; } } } 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 methods ***/ HRESULT (STDMETHODCALLTYPE *put_Completed)( __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *handler); HRESULT (STDMETHODCALLTYPE *get_Completed)( __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult **handler); HRESULT (STDMETHODCALLTYPE *GetResults)( __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult *results); END_INTERFACE } __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl; interface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult { CONST_VTBL __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef(This) (This)->lpVtbl->AddRef(This) #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IAsyncOperation 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 FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,REFIID riid,void **ppvObject) { return This->lpVtbl->QueryInterface(This,riid,ppvObject); } static FORCEINLINE ULONG __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE ULONG __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This) { return This->lpVtbl->Release(This); } /*** IInspectable methods ***/ static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,ULONG *iidCount,IID **iids) { return This->lpVtbl->GetIids(This,iidCount,iids); } static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,HSTRING *className) { return This->lpVtbl->GetRuntimeClassName(This,className); } static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetTrustLevel(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,TrustLevel *trustLevel) { return This->lpVtbl->GetTrustLevel(This,trustLevel); } /*** IAsyncOperation methods ***/ static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *handler) { return This->lpVtbl->put_Completed(This,handler); } static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult **handler) { return This->lpVtbl->get_Completed(This,handler); } static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult *results) { return This->lpVtbl->GetResults(This,results); } #endif #ifdef WIDL_using_Windows_Foundation #define IID_IAsyncOperation_ForceFeedbackLoadEffectResult IID___FIAsyncOperation_1_ForceFeedbackLoadEffectResult #define IAsyncOperation_ForceFeedbackLoadEffectResultVtbl __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl #define IAsyncOperation_ForceFeedbackLoadEffectResult __FIAsyncOperation_1_ForceFeedbackLoadEffectResult #define IAsyncOperation_ForceFeedbackLoadEffectResult_QueryInterface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface #define IAsyncOperation_ForceFeedbackLoadEffectResult_AddRef __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef #define IAsyncOperation_ForceFeedbackLoadEffectResult_Release __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetIids __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetRuntimeClassName __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetTrustLevel __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetTrustLevel #define IAsyncOperation_ForceFeedbackLoadEffectResult_put_Completed __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed #define IAsyncOperation_ForceFeedbackLoadEffectResult_get_Completed __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetResults __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults #endif /* WIDL_using_Windows_Foundation */ #endif #endif #endif /* ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ */ /***************************************************************************** * IIterator 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 : IIterator_impl > { }; } } } } 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 methods ***/ HRESULT (STDMETHODCALLTYPE *get_Current)( __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value); HRESULT (STDMETHODCALLTYPE *get_HasCurrent)( __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, WINBOOL *value); HRESULT (STDMETHODCALLTYPE *MoveNext)( __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, WINBOOL *value); HRESULT (STDMETHODCALLTYPE *GetMany)( __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This, UINT32 items_size, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items, UINT32 *value); END_INTERFACE } __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl; interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor { CONST_VTBL __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl; }; #ifdef COBJMACROS #ifndef WIDL_C_INLINE_WRAPPERS /*** IUnknown methods ***/ #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject) #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This) #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This) /*** IInspectable methods ***/ #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids) #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className) #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel) /*** IIterator 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 FORCEINLINE 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 FORCEINLINE ULONG __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 methods ***/ static FORCEINLINE 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 FORCEINLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,WINBOOL *value) { return This->lpVtbl->get_HasCurrent(This,value); } static FORCEINLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,WINBOOL *value) { return This->lpVtbl->MoveNext(This,value); } static FORCEINLINE 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 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 : IIterable_impl > { }; } } } } 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 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 methods ***/ #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_First(This,value) (This)->lpVtbl->First(This,value) #else /*** IUnknown methods ***/ static FORCEINLINE 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 FORCEINLINE ULONG __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 methods ***/ static FORCEINLINE 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 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 : IVectorView_impl > { }; } } } } 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 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 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 FORCEINLINE 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 FORCEINLINE ULONG __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 methods ***/ static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 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 : IVector_impl > { }; } } } } 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 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 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 FORCEINLINE 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 FORCEINLINE ULONG __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { return This->lpVtbl->AddRef(This); } static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 methods ***/ static FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE 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 FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAtEnd(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { return This->lpVtbl->RemoveAtEnd(This); } static FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Clear(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) { return This->lpVtbl->Clear(This); } static FORCEINLINE 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 FORCEINLINE 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__ */