1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049 |
- /*** 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 <rpc.h>
- #include <rpcndr.h>
- #endif
- #ifndef COM_NO_WINDOWS_H
- #include <windows.h>
- #include <ole2.h>
- #endif
- #ifndef __windows_gaming_input_forcefeedback_h__
- #define __windows_gaming_input_forcefeedback_h__
- /* Forward declarations */
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IForceFeedbackEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IForceFeedbackMotor;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IPeriodicForceEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffectFactory
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IPeriodicForceEffectFactory;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IConditionForceEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffectFactory
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IConditionForceEffectFactory;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IConstantForceEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IRampForceEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IRampForceEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor_FWD_DEFINED__
- #ifdef __cplusplus
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- class ForceFeedbackMotor;
- }
- }
- }
- }
- }
- #else
- typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor;
- #endif /* defined __cplusplus */
- #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor_FWD_DEFINED__ */
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect_FWD_DEFINED__
- #ifdef __cplusplus
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- class PeriodicForceEffect;
- }
- }
- }
- }
- }
- #else
- typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect;
- #endif /* defined __cplusplus */
- #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect_FWD_DEFINED__ */
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect_FWD_DEFINED__
- #ifdef __cplusplus
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- class ConditionForceEffect;
- }
- }
- }
- }
- }
- #else
- typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect;
- #endif /* defined __cplusplus */
- #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect_FWD_DEFINED__ */
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect_FWD_DEFINED__
- #ifdef __cplusplus
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- class ConstantForceEffect;
- }
- }
- }
- }
- }
- #else
- typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect;
- #endif /* defined __cplusplus */
- #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect_FWD_DEFINED__ */
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect_FWD_DEFINED__
- #ifdef __cplusplus
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- class RampForceEffect;
- }
- }
- }
- }
- }
- #else
- typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect;
- #endif /* defined __cplusplus */
- #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect_FWD_DEFINED__ */
- #ifndef ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
- #define ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
- typedef interface __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult;
- #ifdef __cplusplus
- #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult ABI::Windows::Foundation::IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
- #define ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
- typedef interface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult __FIAsyncOperation_1_ForceFeedbackLoadEffectResult;
- #ifdef __cplusplus
- #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult ABI::Windows::Foundation::IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- #define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- typedef interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
- #ifdef __cplusplus
- #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- #define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- typedef interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
- #ifdef __cplusplus
- #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- #define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- typedef interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
- #ifdef __cplusplus
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- #define ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- typedef interface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
- #ifdef __cplusplus
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
- #endif /* __cplusplus */
- #endif
- /* Headers for imported files */
- #include <inspectable.h>
- #include <asyncinfo.h>
- #include <eventtoken.h>
- #include <windowscontracts.h>
- #include <windows.foundation.h>
- #include <windows.foundation.numerics.h>
- #ifdef __cplusplus
- extern "C" {
- #endif
- #ifndef __cplusplus
- typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes;
- #endif /* __cplusplus */
- #ifndef __cplusplus
- typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState;
- #endif /* __cplusplus */
- #ifndef __cplusplus
- typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult;
- #endif /* __cplusplus */
- #ifndef __cplusplus
- typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind;
- #endif /* __cplusplus */
- #ifndef __cplusplus
- typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind;
- #endif /* __cplusplus */
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IForceFeedbackEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IPeriodicForceEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffectFactory
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IPeriodicForceEffectFactory;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IConditionForceEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffectFactory
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IConditionForceEffectFactory;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IConstantForceEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
- typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect;
- #ifdef __cplusplus
- #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IRampForceEffect
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- interface IRampForceEffect;
- }
- }
- }
- }
- }
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
- #define ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
- typedef interface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult __FIAsyncOperation_1_ForceFeedbackLoadEffectResult;
- #ifdef __cplusplus
- #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult ABI::Windows::Foundation::IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- #define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- typedef interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
- #ifdef __cplusplus
- #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- #define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- typedef interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
- #ifdef __cplusplus
- #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- #define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- typedef interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
- #ifdef __cplusplus
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
- #endif /* __cplusplus */
- #endif
- #ifndef ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- #define ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
- typedef interface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
- #ifdef __cplusplus
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
- #endif /* __cplusplus */
- #endif
- #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
- #ifdef __cplusplus
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- enum ForceFeedbackEffectAxes {
- ForceFeedbackEffectAxes_None = 0x0,
- ForceFeedbackEffectAxes_X = 0x1,
- ForceFeedbackEffectAxes_Y = 0x2,
- ForceFeedbackEffectAxes_Z = 0x4
- };
- }
- }
- }
- }
- }
- extern "C" {
- #else
- enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes {
- ForceFeedbackEffectAxes_None = 0x0,
- ForceFeedbackEffectAxes_X = 0x1,
- ForceFeedbackEffectAxes_Y = 0x2,
- ForceFeedbackEffectAxes_Z = 0x4
- };
- #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
- #define ForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes
- #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
- #endif
- #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
- #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
- #ifdef __cplusplus
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- enum ForceFeedbackEffectState {
- ForceFeedbackEffectState_Stopped = 0,
- ForceFeedbackEffectState_Running = 1,
- ForceFeedbackEffectState_Paused = 2,
- ForceFeedbackEffectState_Faulted = 3
- };
- }
- }
- }
- }
- }
- extern "C" {
- #else
- enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState {
- ForceFeedbackEffectState_Stopped = 0,
- ForceFeedbackEffectState_Running = 1,
- ForceFeedbackEffectState_Paused = 2,
- ForceFeedbackEffectState_Faulted = 3
- };
- #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
- #define ForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState
- #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
- #endif
- #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
- #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
- #ifdef __cplusplus
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- enum ForceFeedbackLoadEffectResult {
- ForceFeedbackLoadEffectResult_Succeeded = 0,
- ForceFeedbackLoadEffectResult_EffectStorageFull = 1,
- ForceFeedbackLoadEffectResult_EffectNotSupported = 2
- };
- }
- }
- }
- }
- }
- extern "C" {
- #else
- enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult {
- ForceFeedbackLoadEffectResult_Succeeded = 0,
- ForceFeedbackLoadEffectResult_EffectStorageFull = 1,
- ForceFeedbackLoadEffectResult_EffectNotSupported = 2
- };
- #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
- #define ForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult
- #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
- #endif
- #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
- #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
- #ifdef __cplusplus
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- enum PeriodicForceEffectKind {
- PeriodicForceEffectKind_SquareWave = 0,
- PeriodicForceEffectKind_SineWave = 1,
- PeriodicForceEffectKind_TriangleWave = 2,
- PeriodicForceEffectKind_SawtoothWaveUp = 3,
- PeriodicForceEffectKind_SawtoothWaveDown = 4
- };
- }
- }
- }
- }
- }
- extern "C" {
- #else
- enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind {
- PeriodicForceEffectKind_SquareWave = 0,
- PeriodicForceEffectKind_SineWave = 1,
- PeriodicForceEffectKind_TriangleWave = 2,
- PeriodicForceEffectKind_SawtoothWaveUp = 3,
- PeriodicForceEffectKind_SawtoothWaveDown = 4
- };
- #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
- #define PeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind
- #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
- #endif
- #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
- #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
- #ifdef __cplusplus
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- enum ConditionForceEffectKind {
- ConditionForceEffectKind_Spring = 0,
- ConditionForceEffectKind_Damper = 1,
- ConditionForceEffectKind_Inertia = 2,
- ConditionForceEffectKind_Friction = 3
- };
- }
- }
- }
- }
- }
- extern "C" {
- #else
- enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind {
- ConditionForceEffectKind_Spring = 0,
- ConditionForceEffectKind_Damper = 1,
- ConditionForceEffectKind_Inertia = 2,
- ConditionForceEffectKind_Friction = 3
- };
- #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
- #define ConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind
- #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
- #endif
- #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
- /*****************************************************************************
- * IForceFeedbackEffect interface
- */
- #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
- #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__
- #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__
- DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect, 0xa17fba0c, 0x2ae4, 0x48c2, 0x80,0x63, 0xea,0xbd,0x07,0x77,0xcb,0x89);
- #if defined(__cplusplus) && !defined(CINTERFACE)
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- MIDL_INTERFACE("a17fba0c-2ae4-48c2-8063-eabd0777cb89")
- IForceFeedbackEffect : public IInspectable
- {
- virtual HRESULT STDMETHODCALLTYPE get_Gain(
- DOUBLE *value) = 0;
- virtual HRESULT STDMETHODCALLTYPE put_Gain(
- DOUBLE value) = 0;
- virtual HRESULT STDMETHODCALLTYPE get_State(
- 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > **async_op) = 0;
- virtual HRESULT STDMETHODCALLTYPE PauseAllEffects(
- ) = 0;
- virtual HRESULT STDMETHODCALLTYPE ResumeAllEffects(
- ) = 0;
- virtual HRESULT STDMETHODCALLTYPE StopAllEffects(
- ) = 0;
- virtual HRESULT STDMETHODCALLTYPE TryDisableAsync(
- ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0;
- virtual HRESULT STDMETHODCALLTYPE TryEnableAsync(
- ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0;
- virtual HRESULT STDMETHODCALLTYPE TryResetAsync(
- ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0;
- virtual HRESULT STDMETHODCALLTYPE TryUnloadEffectAsync(
- ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect *effect,
- ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0;
- };
- }
- }
- }
- }
- }
- extern "C" {
- #ifdef __CRT_UUID_DECL
- __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor, 0x8d3d417c, 0xa5ea, 0x4516, 0x80,0x26, 0x2b,0x00,0xf7,0x4e,0xf6,0xe5)
- #endif
- #else
- typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl {
- BEGIN_INTERFACE
- /*** IUnknown methods ***/
- HRESULT (STDMETHODCALLTYPE *QueryInterface)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
- REFIID riid,
- void **ppvObject);
- ULONG (STDMETHODCALLTYPE *AddRef)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This);
- ULONG (STDMETHODCALLTYPE *Release)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This);
- /*** IInspectable methods ***/
- HRESULT (STDMETHODCALLTYPE *GetIids)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
- ULONG *iidCount,
- IID **iids);
- HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
- HSTRING *className);
- HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
- TrustLevel *trustLevel);
- /*** IForceFeedbackMotor methods ***/
- HRESULT (STDMETHODCALLTYPE *get_AreEffectsPaused)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
- boolean *value);
- HRESULT (STDMETHODCALLTYPE *get_MasterGain)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
- DOUBLE *value);
- HRESULT (STDMETHODCALLTYPE *put_MasterGain)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
- DOUBLE value);
- HRESULT (STDMETHODCALLTYPE *get_IsEnabled)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
- boolean *value);
- HRESULT (STDMETHODCALLTYPE *get_SupportedAxes)(
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
- 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > interface
- */
- #ifndef ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
- #define ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
- DEFINE_GUID(IID___FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult, 0xf8220a41, 0xf738, 0x51e8, 0x89,0xba, 0x76,0xbb,0xd6,0x61,0x58,0xcb);
- #if defined(__cplusplus) && !defined(CINTERFACE)
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Foundation {
- template<>
- MIDL_INTERFACE("f8220a41-f738-51e8-89ba-76bbd66158cb")
- IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > : IAsyncOperationCompletedHandler_impl<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
- {
- };
- }
- }
- }
- extern "C" {
- #ifdef __CRT_UUID_DECL
- __CRT_UUID_DECL(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult, 0xf8220a41, 0xf738, 0x51e8, 0x89,0xba, 0x76,0xbb,0xd6,0x61,0x58,0xcb)
- #endif
- #else
- typedef struct __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl {
- BEGIN_INTERFACE
- /*** IUnknown methods ***/
- HRESULT (STDMETHODCALLTYPE *QueryInterface)(
- __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This,
- REFIID riid,
- void **ppvObject);
- ULONG (STDMETHODCALLTYPE *AddRef)(
- __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This);
- ULONG (STDMETHODCALLTYPE *Release)(
- __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This);
- /*** IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
- HRESULT (STDMETHODCALLTYPE *Invoke)(
- __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This,
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *info,
- AsyncStatus status);
- END_INTERFACE
- } __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl;
- interface __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult {
- CONST_VTBL __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl* lpVtbl;
- };
- #ifdef COBJMACROS
- #ifndef WIDL_C_INLINE_WRAPPERS
- /*** IUnknown methods ***/
- #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
- #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_AddRef(This) (This)->lpVtbl->AddRef(This)
- #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Release(This) (This)->lpVtbl->Release(This)
- /*** IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
- #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Invoke(This,info,status) (This)->lpVtbl->Invoke(This,info,status)
- #else
- /*** IUnknown methods ***/
- static 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > interface
- */
- #ifndef ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
- #define ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
- DEFINE_GUID(IID___FIAsyncOperation_1_ForceFeedbackLoadEffectResult, 0x21f834fc, 0xe845, 0x5ab9, 0xbf,0x85, 0x95,0x34,0xe2,0x39,0x77,0x98);
- #if defined(__cplusplus) && !defined(CINTERFACE)
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Foundation {
- template<>
- MIDL_INTERFACE("21f834fc-e845-5ab9-bf85-9534e2397798")
- IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > : IAsyncOperation_impl<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
- {
- };
- }
- }
- }
- extern "C" {
- #ifdef __CRT_UUID_DECL
- __CRT_UUID_DECL(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult, 0x21f834fc, 0xe845, 0x5ab9, 0xbf,0x85, 0x95,0x34,0xe2,0x39,0x77,0x98)
- #endif
- #else
- typedef struct __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl {
- BEGIN_INTERFACE
- /*** IUnknown methods ***/
- HRESULT (STDMETHODCALLTYPE *QueryInterface)(
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
- REFIID riid,
- void **ppvObject);
- ULONG (STDMETHODCALLTYPE *AddRef)(
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This);
- ULONG (STDMETHODCALLTYPE *Release)(
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This);
- /*** IInspectable methods ***/
- HRESULT (STDMETHODCALLTYPE *GetIids)(
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
- ULONG *iidCount,
- IID **iids);
- HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
- HSTRING *className);
- HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
- TrustLevel *trustLevel);
- /*** IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
- HRESULT (STDMETHODCALLTYPE *put_Completed)(
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
- __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *handler);
- HRESULT (STDMETHODCALLTYPE *get_Completed)(
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
- __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult **handler);
- HRESULT (STDMETHODCALLTYPE *GetResults)(
- __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
- 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
- #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed(This,handler) (This)->lpVtbl->put_Completed(This,handler)
- #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed(This,handler) (This)->lpVtbl->get_Completed(This,handler)
- #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults(This,results) (This)->lpVtbl->GetResults(This,results)
- #else
- /*** IUnknown methods ***/
- static 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface
- */
- #ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
- #define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
- DEFINE_GUID(IID___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x64cf69e0, 0x5464, 0x5b72, 0xbd,0x4b, 0x82,0xf7,0xc3,0xd0,0x38,0x6d);
- #if defined(__cplusplus) && !defined(CINTERFACE)
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Foundation {
- namespace Collections {
- template<>
- MIDL_INTERFACE("64cf69e0-5464-5b72-bd4b-82f7c3d0386d")
- IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > : IIterator_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor* > >
- {
- };
- }
- }
- }
- }
- extern "C" {
- #ifdef __CRT_UUID_DECL
- __CRT_UUID_DECL(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x64cf69e0, 0x5464, 0x5b72, 0xbd,0x4b, 0x82,0xf7,0xc3,0xd0,0x38,0x6d)
- #endif
- #else
- typedef struct __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl {
- BEGIN_INTERFACE
- /*** IUnknown methods ***/
- HRESULT (STDMETHODCALLTYPE *QueryInterface)(
- __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- REFIID riid,
- void **ppvObject);
- ULONG (STDMETHODCALLTYPE *AddRef)(
- __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- ULONG (STDMETHODCALLTYPE *Release)(
- __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- /*** IInspectable methods ***/
- HRESULT (STDMETHODCALLTYPE *GetIids)(
- __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- ULONG *iidCount,
- IID **iids);
- HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
- __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- HSTRING *className);
- HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
- __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- TrustLevel *trustLevel);
- /*** IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
- HRESULT (STDMETHODCALLTYPE *get_Current)(
- __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value);
- HRESULT (STDMETHODCALLTYPE *get_HasCurrent)(
- __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
- #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Current(This,value) (This)->lpVtbl->get_Current(This,value)
- #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent(This,value) (This)->lpVtbl->get_HasCurrent(This,value)
- #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext(This,value) (This)->lpVtbl->MoveNext(This,value)
- #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(This,items_size,items,value) (This)->lpVtbl->GetMany(This,items_size,items,value)
- #else
- /*** IUnknown methods ***/
- static 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface
- */
- #ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
- #define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
- DEFINE_GUID(IID___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xc14440d1, 0xfea0, 0x5147, 0xae,0xd8, 0x9b,0x85,0x23,0x9d,0xa8,0x82);
- #if defined(__cplusplus) && !defined(CINTERFACE)
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Foundation {
- namespace Collections {
- template<>
- MIDL_INTERFACE("c14440d1-fea0-5147-aed8-9b85239da882")
- IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > : IIterable_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor* > >
- {
- };
- }
- }
- }
- }
- extern "C" {
- #ifdef __CRT_UUID_DECL
- __CRT_UUID_DECL(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xc14440d1, 0xfea0, 0x5147, 0xae,0xd8, 0x9b,0x85,0x23,0x9d,0xa8,0x82)
- #endif
- #else
- typedef struct __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl {
- BEGIN_INTERFACE
- /*** IUnknown methods ***/
- HRESULT (STDMETHODCALLTYPE *QueryInterface)(
- __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- REFIID riid,
- void **ppvObject);
- ULONG (STDMETHODCALLTYPE *AddRef)(
- __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- ULONG (STDMETHODCALLTYPE *Release)(
- __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- /*** IInspectable methods ***/
- HRESULT (STDMETHODCALLTYPE *GetIids)(
- __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- ULONG *iidCount,
- IID **iids);
- HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
- __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- HSTRING *className);
- HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
- __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- TrustLevel *trustLevel);
- /*** IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
- HRESULT (STDMETHODCALLTYPE *First)(
- __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **value);
- END_INTERFACE
- } __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;
- interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor {
- CONST_VTBL __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl;
- };
- #ifdef COBJMACROS
- #ifndef WIDL_C_INLINE_WRAPPERS
- /*** IUnknown methods ***/
- #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
- #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This)
- #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This)
- /*** IInspectable methods ***/
- #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
- #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
- #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
- /*** IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
- #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_First(This,value) (This)->lpVtbl->First(This,value)
- #else
- /*** IUnknown methods ***/
- static 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface
- */
- #ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
- #define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
- DEFINE_GUID(IID___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x5bfc5070, 0x101d, 0x5fbb, 0x8d,0x5f, 0xce,0x5c,0x23,0xbe,0xcd,0xd9);
- #if defined(__cplusplus) && !defined(CINTERFACE)
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Foundation {
- namespace Collections {
- template<>
- MIDL_INTERFACE("5bfc5070-101d-5fbb-8d5f-ce5c23becdd9")
- IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > : IVectorView_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor* > >
- {
- };
- }
- }
- }
- }
- extern "C" {
- #ifdef __CRT_UUID_DECL
- __CRT_UUID_DECL(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x5bfc5070, 0x101d, 0x5fbb, 0x8d,0x5f, 0xce,0x5c,0x23,0xbe,0xcd,0xd9)
- #endif
- #else
- typedef struct __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl {
- BEGIN_INTERFACE
- /*** IUnknown methods ***/
- HRESULT (STDMETHODCALLTYPE *QueryInterface)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- REFIID riid,
- void **ppvObject);
- ULONG (STDMETHODCALLTYPE *AddRef)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- ULONG (STDMETHODCALLTYPE *Release)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- /*** IInspectable methods ***/
- HRESULT (STDMETHODCALLTYPE *GetIids)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- ULONG *iidCount,
- IID **iids);
- HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- HSTRING *className);
- HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- TrustLevel *trustLevel);
- /*** IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
- HRESULT (STDMETHODCALLTYPE *GetAt)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 index,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value);
- HRESULT (STDMETHODCALLTYPE *get_Size)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 *value);
- HRESULT (STDMETHODCALLTYPE *IndexOf)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *element,
- UINT32 *index,
- BOOLEAN *value);
- HRESULT (STDMETHODCALLTYPE *GetMany)(
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 start_index,
- UINT32 items_size,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,
- UINT32 *value);
- END_INTERFACE
- } __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;
- interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor {
- CONST_VTBL __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl;
- };
- #ifdef COBJMACROS
- #ifndef WIDL_C_INLINE_WRAPPERS
- /*** IUnknown methods ***/
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This)
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This)
- /*** IInspectable methods ***/
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
- /*** IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt(This,index,value) (This)->lpVtbl->GetAt(This,index,value)
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(This,value) (This)->lpVtbl->get_Size(This,value)
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf(This,element,index,value) (This)->lpVtbl->IndexOf(This,element,index,value)
- #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(This,start_index,items_size,items,value) (This)->lpVtbl->GetMany(This,start_index,items_size,items,value)
- #else
- /*** IUnknown methods ***/
- static 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface
- */
- #ifndef ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
- #define ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
- DEFINE_GUID(IID___FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xb695f739, 0x4ebe, 0x5fd0, 0xa1,0xff, 0x5b,0xa3,0x23,0xb1,0x63,0x55);
- #if defined(__cplusplus) && !defined(CINTERFACE)
- } /* extern "C" */
- namespace ABI {
- namespace Windows {
- namespace Foundation {
- namespace Collections {
- template<>
- MIDL_INTERFACE("b695f739-4ebe-5fd0-a1ff-5ba323b16355")
- IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > : IVector_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor* > >
- {
- };
- }
- }
- }
- }
- extern "C" {
- #ifdef __CRT_UUID_DECL
- __CRT_UUID_DECL(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xb695f739, 0x4ebe, 0x5fd0, 0xa1,0xff, 0x5b,0xa3,0x23,0xb1,0x63,0x55)
- #endif
- #else
- typedef struct __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl {
- BEGIN_INTERFACE
- /*** IUnknown methods ***/
- HRESULT (STDMETHODCALLTYPE *QueryInterface)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- REFIID riid,
- void **ppvObject);
- ULONG (STDMETHODCALLTYPE *AddRef)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- ULONG (STDMETHODCALLTYPE *Release)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- /*** IInspectable methods ***/
- HRESULT (STDMETHODCALLTYPE *GetIids)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- ULONG *iidCount,
- IID **iids);
- HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- HSTRING *className);
- HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- TrustLevel *trustLevel);
- /*** IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
- HRESULT (STDMETHODCALLTYPE *GetAt)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 index,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value);
- HRESULT (STDMETHODCALLTYPE *get_Size)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 *value);
- HRESULT (STDMETHODCALLTYPE *GetView)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **value);
- HRESULT (STDMETHODCALLTYPE *IndexOf)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *element,
- UINT32 *index,
- BOOLEAN *value);
- HRESULT (STDMETHODCALLTYPE *SetAt)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 index,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value);
- HRESULT (STDMETHODCALLTYPE *InsertAt)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 index,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value);
- HRESULT (STDMETHODCALLTYPE *RemoveAt)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 index);
- HRESULT (STDMETHODCALLTYPE *Append)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value);
- HRESULT (STDMETHODCALLTYPE *RemoveAtEnd)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- HRESULT (STDMETHODCALLTYPE *Clear)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
- HRESULT (STDMETHODCALLTYPE *GetMany)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 start_index,
- UINT32 items_size,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,
- UINT32 *value);
- HRESULT (STDMETHODCALLTYPE *ReplaceAll)(
- __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
- UINT32 count,
- __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items);
- END_INTERFACE
- } __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;
- interface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor {
- CONST_VTBL __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl;
- };
- #ifdef COBJMACROS
- #ifndef WIDL_C_INLINE_WRAPPERS
- /*** IUnknown methods ***/
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This)
- /*** IInspectable methods ***/
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
- /*** IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt(This,index,value) (This)->lpVtbl->GetAt(This,index,value)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(This,value) (This)->lpVtbl->get_Size(This,value)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetView(This,value) (This)->lpVtbl->GetView(This,value)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf(This,element,index,value) (This)->lpVtbl->IndexOf(This,element,index,value)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_SetAt(This,index,value) (This)->lpVtbl->SetAt(This,index,value)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_InsertAt(This,index,value) (This)->lpVtbl->InsertAt(This,index,value)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAt(This,index) (This)->lpVtbl->RemoveAt(This,index)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Append(This,value) (This)->lpVtbl->Append(This,value)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAtEnd(This) (This)->lpVtbl->RemoveAtEnd(This)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Clear(This) (This)->lpVtbl->Clear(This)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(This,start_index,items_size,items,value) (This)->lpVtbl->GetMany(This,start_index,items_size,items,value)
- #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_ReplaceAll(This,count,items) (This)->lpVtbl->ReplaceAll(This,count,items)
- #else
- /*** IUnknown methods ***/
- static 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<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > 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__ */
|