123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287 |
- /*
- * Copyright 2021 Rémi Bernon for CodeWeavers
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
- #ifdef __WIDL__
- #pragma winrt ns_prefix
- #endif
- #ifndef DO_NO_IMPORTS
- import "inspectable.idl";
- import "asyncinfo.idl";
- import "eventtoken.idl";
- import "windowscontracts.idl";
- import "windows.foundation.idl";
- import "windows.foundation.numerics.idl";
- #endif
- namespace Windows.Gaming.Input.ForceFeedback {
- typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
- typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
- typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
- typedef enum PeriodicForceEffectKind PeriodicForceEffectKind;
- typedef enum ConditionForceEffectKind ConditionForceEffectKind;
- interface IForceFeedbackEffect;
- interface IPeriodicForceEffect;
- interface IPeriodicForceEffectFactory;
- interface IConditionForceEffect;
- interface IConditionForceEffectFactory;
- interface IConstantForceEffect;
- interface IRampForceEffect;
- runtimeclass ForceFeedbackMotor;
- runtimeclass PeriodicForceEffect;
- runtimeclass ConditionForceEffect;
- runtimeclass ConstantForceEffect;
- runtimeclass RampForceEffect;
- declare {
- interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
- interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
- interface Windows.Foundation.Collections.IIterator<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
- interface Windows.Foundation.Collections.IIterable<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
- interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
- interface Windows.Foundation.Collections.IVector<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
- }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- flags
- ]
- enum ForceFeedbackEffectAxes
- {
- None = 0x0,
- X = 0x1,
- Y = 0x2,
- Z = 0x4
- };
- [contract(Windows.Foundation.UniversalApiContract, 3.0)]
- enum ForceFeedbackEffectState
- {
- Stopped = 0,
- Running = 1,
- Paused = 2,
- Faulted = 3,
- };
- [contract(Windows.Foundation.UniversalApiContract, 3.0)]
- enum ForceFeedbackLoadEffectResult
- {
- Succeeded = 0,
- EffectStorageFull = 1,
- EffectNotSupported = 2
- };
- [contract(Windows.Foundation.UniversalApiContract, 3.0)]
- enum PeriodicForceEffectKind
- {
- SquareWave = 0,
- SineWave = 1,
- TriangleWave = 2,
- SawtoothWaveUp = 3,
- SawtoothWaveDown = 4,
- };
- [contract(Windows.Foundation.UniversalApiContract, 3.0)]
- enum ConditionForceEffectKind
- {
- Spring = 0,
- Damper = 1,
- Inertia = 2,
- Friction = 3,
- };
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89)
- ]
- interface IForceFeedbackEffect : IInspectable
- {
- [propget] HRESULT Gain([out, retval] DOUBLE *value);
- [propput] HRESULT Gain([in] DOUBLE value);
- [propget] HRESULT State([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectState *value);
- HRESULT Start();
- HRESULT Stop();
- }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor),
- uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5)
- ]
- interface IForceFeedbackMotor : IInspectable
- {
- [propget] HRESULT AreEffectsPaused([out, retval] boolean *value);
- [propget] HRESULT MasterGain([out, retval] DOUBLE *value);
- [propput] HRESULT MasterGain([in] DOUBLE value);
- [propget] HRESULT IsEnabled([out, retval] boolean *value);
- [propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes *value);
- HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
- [out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult> **async_op);
- HRESULT PauseAllEffects();
- HRESULT ResumeAllEffects();
- HRESULT StopAllEffects();
- HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
- HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
- HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
- HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
- [out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
- }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
- uuid(5c5138d7-fc75-4d52-9a0a-efe4cab5fe64)
- ]
- interface IPeriodicForceEffect : IInspectable
- requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
- {
- [propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind *value);
- HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
- [in] FLOAT bias, [in] Windows.Foundation.TimeSpan duration);
- HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
- [in] FLOAT bias, [in] FLOAT attack_gain, [in] FLOAT sustain_gain, [in] FLOAT release_gain,
- [in] Windows.Foundation.TimeSpan start_delay, [in] Windows.Foundation.TimeSpan attack_duration,
- [in] Windows.Foundation.TimeSpan sustain_duration, [in] Windows.Foundation.TimeSpan release_duration,
- [in] UINT32 repeat_count);
- }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
- uuid(6f62eb1a-9851-477b-b318-35ecaa15070f)
- ]
- interface IPeriodicForceEffectFactory : IInspectable
- {
- HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind kind,
- [out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect **value);
- }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect),
- uuid(32d1ea68-3695-4e69-85c0-cd1944189140)
- ]
- interface IConditionForceEffect : IInspectable
- requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
- {
- [propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind *value);
- HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 direction, [in] FLOAT positive_coeff,
- [in] FLOAT negative_coeff, [in] FLOAT max_positive_magnitude, [in] FLOAT max_negative_magnitude,
- [in] FLOAT deadzone, [in] FLOAT bias);
- }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect),
- uuid(91a99264-1810-4eb6-a773-bfd3b8cddbab)
- ]
- interface IConditionForceEffectFactory : IInspectable
- {
- HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind kind,
- [out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffect **value);
- }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- exclusiveto(Windows.Gaming.Input.ForceFeedback.ConstantForceEffect),
- uuid(9bfa0140-f3c7-415c-b068-0f068734bce0)
- ]
- interface IConstantForceEffect : IInspectable
- requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
- {
- HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] Windows.Foundation.TimeSpan duration);
- HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT attack_gain,
- [in] FLOAT sustain_gain, [in] FLOAT release_gain, [in] Windows.Foundation.TimeSpan start_delay,
- [in] Windows.Foundation.TimeSpan attack_duration, [in] Windows.Foundation.TimeSpan sustain_duration,
- [in] Windows.Foundation.TimeSpan release_duration, [in] UINT32 repeat_count);
- }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- exclusiveto(Windows.Gaming.Input.ForceFeedback.RampForceEffect),
- uuid(f1f81259-1ca6-4080-b56d-b43f3354d052)
- ]
- interface IRampForceEffect : IInspectable
- requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
- {
- HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 start_vector, [in] Windows.Foundation.Numerics.Vector3 end_vector,
- [in] Windows.Foundation.TimeSpan duration);
- HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 start_vector, [in] Windows.Foundation.Numerics.Vector3 end_vector,
- [in] FLOAT attack_gain, [in] FLOAT sustain_gain, [in] FLOAT release_gain, [in] Windows.Foundation.TimeSpan start_delay,
- [in] Windows.Foundation.TimeSpan attack_duration, [in] Windows.Foundation.TimeSpan sustain_duration,
- [in] Windows.Foundation.TimeSpan release_duration, [in] UINT32 repeat_count);
- }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- marshaling_behavior(agile),
- threading(both)
- ]
- runtimeclass ForceFeedbackMotor
- {
- [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
- }
- [
- activatable(Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0),
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- marshaling_behavior(agile),
- threading(both)
- ]
- runtimeclass PeriodicForceEffect
- {
- [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
- interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect;
- }
- [
- activatable(Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0),
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- marshaling_behavior(agile),
- threading(both)
- ]
- runtimeclass ConditionForceEffect
- {
- [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
- interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffect;
- }
- [
- activatable(Windows.Foundation.UniversalApiContract, 3.0),
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- marshaling_behavior(agile),
- threading(both)
- ]
- runtimeclass ConstantForceEffect
- {
- [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
- interface Windows.Gaming.Input.ForceFeedback.IConstantForceEffect;
- }
- [
- activatable(Windows.Foundation.UniversalApiContract, 3.0),
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- marshaling_behavior(agile),
- threading(both)
- ]
- runtimeclass RampForceEffect
- {
- [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
- interface Windows.Gaming.Input.ForceFeedback.IRampForceEffect;
- }
- }
|