windows.gaming.input.forcefeedback.h 181 KB

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  1. /*** Autogenerated by WIDL 7.7 from include/windows.gaming.input.forcefeedback.idl - Do not edit ***/
  2. #ifdef _WIN32
  3. #ifndef __REQUIRED_RPCNDR_H_VERSION__
  4. #define __REQUIRED_RPCNDR_H_VERSION__ 475
  5. #endif
  6. #include <rpc.h>
  7. #include <rpcndr.h>
  8. #endif
  9. #ifndef COM_NO_WINDOWS_H
  10. #include <windows.h>
  11. #include <ole2.h>
  12. #endif
  13. #ifndef __windows_gaming_input_forcefeedback_h__
  14. #define __windows_gaming_input_forcefeedback_h__
  15. /* Forward declarations */
  16. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
  17. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
  18. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect;
  19. #ifdef __cplusplus
  20. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect
  21. namespace ABI {
  22. namespace Windows {
  23. namespace Gaming {
  24. namespace Input {
  25. namespace ForceFeedback {
  26. interface IForceFeedbackEffect;
  27. }
  28. }
  29. }
  30. }
  31. }
  32. #endif /* __cplusplus */
  33. #endif
  34. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__
  35. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__
  36. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor;
  37. #ifdef __cplusplus
  38. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor
  39. namespace ABI {
  40. namespace Windows {
  41. namespace Gaming {
  42. namespace Input {
  43. namespace ForceFeedback {
  44. interface IForceFeedbackMotor;
  45. }
  46. }
  47. }
  48. }
  49. }
  50. #endif /* __cplusplus */
  51. #endif
  52. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
  53. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
  54. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect;
  55. #ifdef __cplusplus
  56. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect
  57. namespace ABI {
  58. namespace Windows {
  59. namespace Gaming {
  60. namespace Input {
  61. namespace ForceFeedback {
  62. interface IPeriodicForceEffect;
  63. }
  64. }
  65. }
  66. }
  67. }
  68. #endif /* __cplusplus */
  69. #endif
  70. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
  71. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
  72. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory;
  73. #ifdef __cplusplus
  74. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffectFactory
  75. namespace ABI {
  76. namespace Windows {
  77. namespace Gaming {
  78. namespace Input {
  79. namespace ForceFeedback {
  80. interface IPeriodicForceEffectFactory;
  81. }
  82. }
  83. }
  84. }
  85. }
  86. #endif /* __cplusplus */
  87. #endif
  88. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
  89. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
  90. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect;
  91. #ifdef __cplusplus
  92. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect
  93. namespace ABI {
  94. namespace Windows {
  95. namespace Gaming {
  96. namespace Input {
  97. namespace ForceFeedback {
  98. interface IConditionForceEffect;
  99. }
  100. }
  101. }
  102. }
  103. }
  104. #endif /* __cplusplus */
  105. #endif
  106. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
  107. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
  108. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory;
  109. #ifdef __cplusplus
  110. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffectFactory
  111. namespace ABI {
  112. namespace Windows {
  113. namespace Gaming {
  114. namespace Input {
  115. namespace ForceFeedback {
  116. interface IConditionForceEffectFactory;
  117. }
  118. }
  119. }
  120. }
  121. }
  122. #endif /* __cplusplus */
  123. #endif
  124. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
  125. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
  126. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect;
  127. #ifdef __cplusplus
  128. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect
  129. namespace ABI {
  130. namespace Windows {
  131. namespace Gaming {
  132. namespace Input {
  133. namespace ForceFeedback {
  134. interface IConstantForceEffect;
  135. }
  136. }
  137. }
  138. }
  139. }
  140. #endif /* __cplusplus */
  141. #endif
  142. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
  143. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
  144. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect;
  145. #ifdef __cplusplus
  146. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IRampForceEffect
  147. namespace ABI {
  148. namespace Windows {
  149. namespace Gaming {
  150. namespace Input {
  151. namespace ForceFeedback {
  152. interface IRampForceEffect;
  153. }
  154. }
  155. }
  156. }
  157. }
  158. #endif /* __cplusplus */
  159. #endif
  160. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor_FWD_DEFINED__
  161. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor_FWD_DEFINED__
  162. #ifdef __cplusplus
  163. namespace ABI {
  164. namespace Windows {
  165. namespace Gaming {
  166. namespace Input {
  167. namespace ForceFeedback {
  168. class ForceFeedbackMotor;
  169. }
  170. }
  171. }
  172. }
  173. }
  174. #else
  175. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor;
  176. #endif /* defined __cplusplus */
  177. #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackMotor_FWD_DEFINED__ */
  178. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect_FWD_DEFINED__
  179. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect_FWD_DEFINED__
  180. #ifdef __cplusplus
  181. namespace ABI {
  182. namespace Windows {
  183. namespace Gaming {
  184. namespace Input {
  185. namespace ForceFeedback {
  186. class PeriodicForceEffect;
  187. }
  188. }
  189. }
  190. }
  191. }
  192. #else
  193. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect;
  194. #endif /* defined __cplusplus */
  195. #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffect_FWD_DEFINED__ */
  196. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect_FWD_DEFINED__
  197. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect_FWD_DEFINED__
  198. #ifdef __cplusplus
  199. namespace ABI {
  200. namespace Windows {
  201. namespace Gaming {
  202. namespace Input {
  203. namespace ForceFeedback {
  204. class ConditionForceEffect;
  205. }
  206. }
  207. }
  208. }
  209. }
  210. #else
  211. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect;
  212. #endif /* defined __cplusplus */
  213. #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffect_FWD_DEFINED__ */
  214. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect_FWD_DEFINED__
  215. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect_FWD_DEFINED__
  216. #ifdef __cplusplus
  217. namespace ABI {
  218. namespace Windows {
  219. namespace Gaming {
  220. namespace Input {
  221. namespace ForceFeedback {
  222. class ConstantForceEffect;
  223. }
  224. }
  225. }
  226. }
  227. }
  228. #else
  229. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect;
  230. #endif /* defined __cplusplus */
  231. #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConstantForceEffect_FWD_DEFINED__ */
  232. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect_FWD_DEFINED__
  233. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect_FWD_DEFINED__
  234. #ifdef __cplusplus
  235. namespace ABI {
  236. namespace Windows {
  237. namespace Gaming {
  238. namespace Input {
  239. namespace ForceFeedback {
  240. class RampForceEffect;
  241. }
  242. }
  243. }
  244. }
  245. }
  246. #else
  247. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect;
  248. #endif /* defined __cplusplus */
  249. #endif /* defined ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CRampForceEffect_FWD_DEFINED__ */
  250. #ifndef ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
  251. #define ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
  252. typedef interface __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult;
  253. #ifdef __cplusplus
  254. #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult ABI::Windows::Foundation::IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
  255. #endif /* __cplusplus */
  256. #endif
  257. #ifndef ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
  258. #define ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
  259. typedef interface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult __FIAsyncOperation_1_ForceFeedbackLoadEffectResult;
  260. #ifdef __cplusplus
  261. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult ABI::Windows::Foundation::IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
  262. #endif /* __cplusplus */
  263. #endif
  264. #ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  265. #define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  266. typedef interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
  267. #ifdef __cplusplus
  268. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
  269. #endif /* __cplusplus */
  270. #endif
  271. #ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  272. #define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  273. typedef interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
  274. #ifdef __cplusplus
  275. #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
  276. #endif /* __cplusplus */
  277. #endif
  278. #ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  279. #define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  280. typedef interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
  281. #ifdef __cplusplus
  282. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
  283. #endif /* __cplusplus */
  284. #endif
  285. #ifndef ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  286. #define ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  287. typedef interface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
  288. #ifdef __cplusplus
  289. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
  290. #endif /* __cplusplus */
  291. #endif
  292. /* Headers for imported files */
  293. #include <inspectable.h>
  294. #include <asyncinfo.h>
  295. #include <eventtoken.h>
  296. #include <windowscontracts.h>
  297. #include <windows.foundation.h>
  298. #include <windows.foundation.numerics.h>
  299. #ifdef __cplusplus
  300. extern "C" {
  301. #endif
  302. #ifndef __cplusplus
  303. typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes;
  304. #endif /* __cplusplus */
  305. #ifndef __cplusplus
  306. typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState;
  307. #endif /* __cplusplus */
  308. #ifndef __cplusplus
  309. typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult;
  310. #endif /* __cplusplus */
  311. #ifndef __cplusplus
  312. typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind;
  313. #endif /* __cplusplus */
  314. #ifndef __cplusplus
  315. typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind;
  316. #endif /* __cplusplus */
  317. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
  318. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
  319. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect;
  320. #ifdef __cplusplus
  321. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect
  322. namespace ABI {
  323. namespace Windows {
  324. namespace Gaming {
  325. namespace Input {
  326. namespace ForceFeedback {
  327. interface IForceFeedbackEffect;
  328. }
  329. }
  330. }
  331. }
  332. }
  333. #endif /* __cplusplus */
  334. #endif
  335. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
  336. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
  337. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect;
  338. #ifdef __cplusplus
  339. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect
  340. namespace ABI {
  341. namespace Windows {
  342. namespace Gaming {
  343. namespace Input {
  344. namespace ForceFeedback {
  345. interface IPeriodicForceEffect;
  346. }
  347. }
  348. }
  349. }
  350. }
  351. #endif /* __cplusplus */
  352. #endif
  353. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
  354. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
  355. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory;
  356. #ifdef __cplusplus
  357. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffectFactory
  358. namespace ABI {
  359. namespace Windows {
  360. namespace Gaming {
  361. namespace Input {
  362. namespace ForceFeedback {
  363. interface IPeriodicForceEffectFactory;
  364. }
  365. }
  366. }
  367. }
  368. }
  369. #endif /* __cplusplus */
  370. #endif
  371. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
  372. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
  373. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect;
  374. #ifdef __cplusplus
  375. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect
  376. namespace ABI {
  377. namespace Windows {
  378. namespace Gaming {
  379. namespace Input {
  380. namespace ForceFeedback {
  381. interface IConditionForceEffect;
  382. }
  383. }
  384. }
  385. }
  386. }
  387. #endif /* __cplusplus */
  388. #endif
  389. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
  390. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
  391. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory;
  392. #ifdef __cplusplus
  393. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffectFactory
  394. namespace ABI {
  395. namespace Windows {
  396. namespace Gaming {
  397. namespace Input {
  398. namespace ForceFeedback {
  399. interface IConditionForceEffectFactory;
  400. }
  401. }
  402. }
  403. }
  404. }
  405. #endif /* __cplusplus */
  406. #endif
  407. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
  408. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
  409. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect;
  410. #ifdef __cplusplus
  411. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect
  412. namespace ABI {
  413. namespace Windows {
  414. namespace Gaming {
  415. namespace Input {
  416. namespace ForceFeedback {
  417. interface IConstantForceEffect;
  418. }
  419. }
  420. }
  421. }
  422. }
  423. #endif /* __cplusplus */
  424. #endif
  425. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
  426. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
  427. typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect;
  428. #ifdef __cplusplus
  429. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IRampForceEffect
  430. namespace ABI {
  431. namespace Windows {
  432. namespace Gaming {
  433. namespace Input {
  434. namespace ForceFeedback {
  435. interface IRampForceEffect;
  436. }
  437. }
  438. }
  439. }
  440. }
  441. #endif /* __cplusplus */
  442. #endif
  443. #ifndef ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
  444. #define ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_FWD_DEFINED__
  445. typedef interface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult __FIAsyncOperation_1_ForceFeedbackLoadEffectResult;
  446. #ifdef __cplusplus
  447. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult ABI::Windows::Foundation::IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
  448. #endif /* __cplusplus */
  449. #endif
  450. #ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  451. #define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  452. typedef interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
  453. #ifdef __cplusplus
  454. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
  455. #endif /* __cplusplus */
  456. #endif
  457. #ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  458. #define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  459. typedef interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
  460. #ifdef __cplusplus
  461. #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
  462. #endif /* __cplusplus */
  463. #endif
  464. #ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  465. #define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  466. typedef interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
  467. #ifdef __cplusplus
  468. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
  469. #endif /* __cplusplus */
  470. #endif
  471. #ifndef ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  472. #define ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
  473. typedef interface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;
  474. #ifdef __cplusplus
  475. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* >
  476. #endif /* __cplusplus */
  477. #endif
  478. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  479. #ifdef __cplusplus
  480. } /* extern "C" */
  481. namespace ABI {
  482. namespace Windows {
  483. namespace Gaming {
  484. namespace Input {
  485. namespace ForceFeedback {
  486. enum ForceFeedbackEffectAxes {
  487. ForceFeedbackEffectAxes_None = 0x0,
  488. ForceFeedbackEffectAxes_X = 0x1,
  489. ForceFeedbackEffectAxes_Y = 0x2,
  490. ForceFeedbackEffectAxes_Z = 0x4
  491. };
  492. }
  493. }
  494. }
  495. }
  496. }
  497. extern "C" {
  498. #else
  499. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes {
  500. ForceFeedbackEffectAxes_None = 0x0,
  501. ForceFeedbackEffectAxes_X = 0x1,
  502. ForceFeedbackEffectAxes_Y = 0x2,
  503. ForceFeedbackEffectAxes_Z = 0x4
  504. };
  505. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  506. #define ForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes
  507. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  508. #endif
  509. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  510. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  511. #ifdef __cplusplus
  512. } /* extern "C" */
  513. namespace ABI {
  514. namespace Windows {
  515. namespace Gaming {
  516. namespace Input {
  517. namespace ForceFeedback {
  518. enum ForceFeedbackEffectState {
  519. ForceFeedbackEffectState_Stopped = 0,
  520. ForceFeedbackEffectState_Running = 1,
  521. ForceFeedbackEffectState_Paused = 2,
  522. ForceFeedbackEffectState_Faulted = 3
  523. };
  524. }
  525. }
  526. }
  527. }
  528. }
  529. extern "C" {
  530. #else
  531. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState {
  532. ForceFeedbackEffectState_Stopped = 0,
  533. ForceFeedbackEffectState_Running = 1,
  534. ForceFeedbackEffectState_Paused = 2,
  535. ForceFeedbackEffectState_Faulted = 3
  536. };
  537. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  538. #define ForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState
  539. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  540. #endif
  541. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  542. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  543. #ifdef __cplusplus
  544. } /* extern "C" */
  545. namespace ABI {
  546. namespace Windows {
  547. namespace Gaming {
  548. namespace Input {
  549. namespace ForceFeedback {
  550. enum ForceFeedbackLoadEffectResult {
  551. ForceFeedbackLoadEffectResult_Succeeded = 0,
  552. ForceFeedbackLoadEffectResult_EffectStorageFull = 1,
  553. ForceFeedbackLoadEffectResult_EffectNotSupported = 2
  554. };
  555. }
  556. }
  557. }
  558. }
  559. }
  560. extern "C" {
  561. #else
  562. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult {
  563. ForceFeedbackLoadEffectResult_Succeeded = 0,
  564. ForceFeedbackLoadEffectResult_EffectStorageFull = 1,
  565. ForceFeedbackLoadEffectResult_EffectNotSupported = 2
  566. };
  567. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  568. #define ForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult
  569. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  570. #endif
  571. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  572. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  573. #ifdef __cplusplus
  574. } /* extern "C" */
  575. namespace ABI {
  576. namespace Windows {
  577. namespace Gaming {
  578. namespace Input {
  579. namespace ForceFeedback {
  580. enum PeriodicForceEffectKind {
  581. PeriodicForceEffectKind_SquareWave = 0,
  582. PeriodicForceEffectKind_SineWave = 1,
  583. PeriodicForceEffectKind_TriangleWave = 2,
  584. PeriodicForceEffectKind_SawtoothWaveUp = 3,
  585. PeriodicForceEffectKind_SawtoothWaveDown = 4
  586. };
  587. }
  588. }
  589. }
  590. }
  591. }
  592. extern "C" {
  593. #else
  594. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind {
  595. PeriodicForceEffectKind_SquareWave = 0,
  596. PeriodicForceEffectKind_SineWave = 1,
  597. PeriodicForceEffectKind_TriangleWave = 2,
  598. PeriodicForceEffectKind_SawtoothWaveUp = 3,
  599. PeriodicForceEffectKind_SawtoothWaveDown = 4
  600. };
  601. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  602. #define PeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind
  603. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  604. #endif
  605. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  606. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  607. #ifdef __cplusplus
  608. } /* extern "C" */
  609. namespace ABI {
  610. namespace Windows {
  611. namespace Gaming {
  612. namespace Input {
  613. namespace ForceFeedback {
  614. enum ConditionForceEffectKind {
  615. ConditionForceEffectKind_Spring = 0,
  616. ConditionForceEffectKind_Damper = 1,
  617. ConditionForceEffectKind_Inertia = 2,
  618. ConditionForceEffectKind_Friction = 3
  619. };
  620. }
  621. }
  622. }
  623. }
  624. }
  625. extern "C" {
  626. #else
  627. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind {
  628. ConditionForceEffectKind_Spring = 0,
  629. ConditionForceEffectKind_Damper = 1,
  630. ConditionForceEffectKind_Inertia = 2,
  631. ConditionForceEffectKind_Friction = 3
  632. };
  633. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  634. #define ConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind
  635. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  636. #endif
  637. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  638. /*****************************************************************************
  639. * IForceFeedbackEffect interface
  640. */
  641. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  642. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__
  643. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__
  644. DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect, 0xa17fba0c, 0x2ae4, 0x48c2, 0x80,0x63, 0xea,0xbd,0x07,0x77,0xcb,0x89);
  645. #if defined(__cplusplus) && !defined(CINTERFACE)
  646. } /* extern "C" */
  647. namespace ABI {
  648. namespace Windows {
  649. namespace Gaming {
  650. namespace Input {
  651. namespace ForceFeedback {
  652. MIDL_INTERFACE("a17fba0c-2ae4-48c2-8063-eabd0777cb89")
  653. IForceFeedbackEffect : public IInspectable
  654. {
  655. virtual HRESULT STDMETHODCALLTYPE get_Gain(
  656. DOUBLE *value) = 0;
  657. virtual HRESULT STDMETHODCALLTYPE put_Gain(
  658. DOUBLE value) = 0;
  659. virtual HRESULT STDMETHODCALLTYPE get_State(
  660. enum ForceFeedbackEffectState *value) = 0;
  661. virtual HRESULT STDMETHODCALLTYPE Start(
  662. ) = 0;
  663. virtual HRESULT STDMETHODCALLTYPE Stop(
  664. ) = 0;
  665. };
  666. }
  667. }
  668. }
  669. }
  670. }
  671. extern "C" {
  672. #ifdef __CRT_UUID_DECL
  673. __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect, 0xa17fba0c, 0x2ae4, 0x48c2, 0x80,0x63, 0xea,0xbd,0x07,0x77,0xcb,0x89)
  674. #endif
  675. #else
  676. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl {
  677. BEGIN_INTERFACE
  678. /*** IUnknown methods ***/
  679. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  680. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This,
  681. REFIID riid,
  682. void **ppvObject);
  683. ULONG (STDMETHODCALLTYPE *AddRef)(
  684. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This);
  685. ULONG (STDMETHODCALLTYPE *Release)(
  686. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This);
  687. /*** IInspectable methods ***/
  688. HRESULT (STDMETHODCALLTYPE *GetIids)(
  689. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This,
  690. ULONG *iidCount,
  691. IID **iids);
  692. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  693. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This,
  694. HSTRING *className);
  695. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  696. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This,
  697. TrustLevel *trustLevel);
  698. /*** IForceFeedbackEffect methods ***/
  699. HRESULT (STDMETHODCALLTYPE *get_Gain)(
  700. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This,
  701. DOUBLE *value);
  702. HRESULT (STDMETHODCALLTYPE *put_Gain)(
  703. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This,
  704. DOUBLE value);
  705. HRESULT (STDMETHODCALLTYPE *get_State)(
  706. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This,
  707. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState *value);
  708. HRESULT (STDMETHODCALLTYPE *Start)(
  709. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This);
  710. HRESULT (STDMETHODCALLTYPE *Stop)(
  711. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *This);
  712. END_INTERFACE
  713. } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl;
  714. interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect {
  715. CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl* lpVtbl;
  716. };
  717. #ifdef COBJMACROS
  718. #ifndef WIDL_C_INLINE_WRAPPERS
  719. /*** IUnknown methods ***/
  720. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  721. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef(This) (This)->lpVtbl->AddRef(This)
  722. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release(This) (This)->lpVtbl->Release(This)
  723. /*** IInspectable methods ***/
  724. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  725. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  726. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  727. /*** IForceFeedbackEffect methods ***/
  728. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain(This,value) (This)->lpVtbl->get_Gain(This,value)
  729. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain(This,value) (This)->lpVtbl->put_Gain(This,value)
  730. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State(This,value) (This)->lpVtbl->get_State(This,value)
  731. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start(This) (This)->lpVtbl->Start(This)
  732. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop(This) (This)->lpVtbl->Stop(This)
  733. #else
  734. /*** IUnknown methods ***/
  735. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,REFIID riid,void **ppvObject) {
  736. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  737. }
  738. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) {
  739. return This->lpVtbl->AddRef(This);
  740. }
  741. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) {
  742. return This->lpVtbl->Release(This);
  743. }
  744. /*** IInspectable methods ***/
  745. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,ULONG *iidCount,IID **iids) {
  746. return This->lpVtbl->GetIids(This,iidCount,iids);
  747. }
  748. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,HSTRING *className) {
  749. return This->lpVtbl->GetRuntimeClassName(This,className);
  750. }
  751. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,TrustLevel *trustLevel) {
  752. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  753. }
  754. /*** IForceFeedbackEffect methods ***/
  755. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,DOUBLE *value) {
  756. return This->lpVtbl->get_Gain(This,value);
  757. }
  758. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This,DOUBLE value) {
  759. return This->lpVtbl->put_Gain(This,value);
  760. }
  761. 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) {
  762. return This->lpVtbl->get_State(This,value);
  763. }
  764. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) {
  765. return This->lpVtbl->Start(This);
  766. }
  767. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This) {
  768. return This->lpVtbl->Stop(This);
  769. }
  770. #endif
  771. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  772. #define IID_IForceFeedbackEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect
  773. #define IForceFeedbackEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl
  774. #define IForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect
  775. #define IForceFeedbackEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface
  776. #define IForceFeedbackEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef
  777. #define IForceFeedbackEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release
  778. #define IForceFeedbackEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids
  779. #define IForceFeedbackEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName
  780. #define IForceFeedbackEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel
  781. #define IForceFeedbackEffect_get_Gain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain
  782. #define IForceFeedbackEffect_put_Gain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain
  783. #define IForceFeedbackEffect_get_State __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State
  784. #define IForceFeedbackEffect_Start __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start
  785. #define IForceFeedbackEffect_Stop __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop
  786. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  787. #endif
  788. #endif
  789. #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ */
  790. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  791. /*****************************************************************************
  792. * IForceFeedbackMotor interface
  793. */
  794. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  795. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__
  796. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__
  797. DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor, 0x8d3d417c, 0xa5ea, 0x4516, 0x80,0x26, 0x2b,0x00,0xf7,0x4e,0xf6,0xe5);
  798. #if defined(__cplusplus) && !defined(CINTERFACE)
  799. } /* extern "C" */
  800. namespace ABI {
  801. namespace Windows {
  802. namespace Gaming {
  803. namespace Input {
  804. namespace ForceFeedback {
  805. MIDL_INTERFACE("8d3d417c-a5ea-4516-8026-2b00f74ef6e5")
  806. IForceFeedbackMotor : public IInspectable
  807. {
  808. virtual HRESULT STDMETHODCALLTYPE get_AreEffectsPaused(
  809. boolean *value) = 0;
  810. virtual HRESULT STDMETHODCALLTYPE get_MasterGain(
  811. DOUBLE *value) = 0;
  812. virtual HRESULT STDMETHODCALLTYPE put_MasterGain(
  813. DOUBLE value) = 0;
  814. virtual HRESULT STDMETHODCALLTYPE get_IsEnabled(
  815. boolean *value) = 0;
  816. virtual HRESULT STDMETHODCALLTYPE get_SupportedAxes(
  817. enum ForceFeedbackEffectAxes *value) = 0;
  818. virtual HRESULT STDMETHODCALLTYPE LoadEffectAsync(
  819. ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect *effect,
  820. ABI::Windows::Foundation::IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > **async_op) = 0;
  821. virtual HRESULT STDMETHODCALLTYPE PauseAllEffects(
  822. ) = 0;
  823. virtual HRESULT STDMETHODCALLTYPE ResumeAllEffects(
  824. ) = 0;
  825. virtual HRESULT STDMETHODCALLTYPE StopAllEffects(
  826. ) = 0;
  827. virtual HRESULT STDMETHODCALLTYPE TryDisableAsync(
  828. ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0;
  829. virtual HRESULT STDMETHODCALLTYPE TryEnableAsync(
  830. ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0;
  831. virtual HRESULT STDMETHODCALLTYPE TryResetAsync(
  832. ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0;
  833. virtual HRESULT STDMETHODCALLTYPE TryUnloadEffectAsync(
  834. ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect *effect,
  835. ABI::Windows::Foundation::IAsyncOperation<boolean > **async_op) = 0;
  836. };
  837. }
  838. }
  839. }
  840. }
  841. }
  842. extern "C" {
  843. #ifdef __CRT_UUID_DECL
  844. __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor, 0x8d3d417c, 0xa5ea, 0x4516, 0x80,0x26, 0x2b,0x00,0xf7,0x4e,0xf6,0xe5)
  845. #endif
  846. #else
  847. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl {
  848. BEGIN_INTERFACE
  849. /*** IUnknown methods ***/
  850. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  851. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  852. REFIID riid,
  853. void **ppvObject);
  854. ULONG (STDMETHODCALLTYPE *AddRef)(
  855. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This);
  856. ULONG (STDMETHODCALLTYPE *Release)(
  857. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This);
  858. /*** IInspectable methods ***/
  859. HRESULT (STDMETHODCALLTYPE *GetIids)(
  860. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  861. ULONG *iidCount,
  862. IID **iids);
  863. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  864. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  865. HSTRING *className);
  866. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  867. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  868. TrustLevel *trustLevel);
  869. /*** IForceFeedbackMotor methods ***/
  870. HRESULT (STDMETHODCALLTYPE *get_AreEffectsPaused)(
  871. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  872. boolean *value);
  873. HRESULT (STDMETHODCALLTYPE *get_MasterGain)(
  874. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  875. DOUBLE *value);
  876. HRESULT (STDMETHODCALLTYPE *put_MasterGain)(
  877. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  878. DOUBLE value);
  879. HRESULT (STDMETHODCALLTYPE *get_IsEnabled)(
  880. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  881. boolean *value);
  882. HRESULT (STDMETHODCALLTYPE *get_SupportedAxes)(
  883. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  884. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes *value);
  885. HRESULT (STDMETHODCALLTYPE *LoadEffectAsync)(
  886. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  887. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect,
  888. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult **async_op);
  889. HRESULT (STDMETHODCALLTYPE *PauseAllEffects)(
  890. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This);
  891. HRESULT (STDMETHODCALLTYPE *ResumeAllEffects)(
  892. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This);
  893. HRESULT (STDMETHODCALLTYPE *StopAllEffects)(
  894. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This);
  895. HRESULT (STDMETHODCALLTYPE *TryDisableAsync)(
  896. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  897. __FIAsyncOperation_1_boolean **async_op);
  898. HRESULT (STDMETHODCALLTYPE *TryEnableAsync)(
  899. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  900. __FIAsyncOperation_1_boolean **async_op);
  901. HRESULT (STDMETHODCALLTYPE *TryResetAsync)(
  902. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  903. __FIAsyncOperation_1_boolean **async_op);
  904. HRESULT (STDMETHODCALLTYPE *TryUnloadEffectAsync)(
  905. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *This,
  906. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect,
  907. __FIAsyncOperation_1_boolean **async_op);
  908. END_INTERFACE
  909. } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl;
  910. interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor {
  911. CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl* lpVtbl;
  912. };
  913. #ifdef COBJMACROS
  914. #ifndef WIDL_C_INLINE_WRAPPERS
  915. /*** IUnknown methods ***/
  916. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  917. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This)
  918. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This)
  919. /*** IInspectable methods ***/
  920. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  921. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  922. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  923. /*** IForceFeedbackMotor methods ***/
  924. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused(This,value) (This)->lpVtbl->get_AreEffectsPaused(This,value)
  925. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain(This,value) (This)->lpVtbl->get_MasterGain(This,value)
  926. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain(This,value) (This)->lpVtbl->put_MasterGain(This,value)
  927. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled(This,value) (This)->lpVtbl->get_IsEnabled(This,value)
  928. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes(This,value) (This)->lpVtbl->get_SupportedAxes(This,value)
  929. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_LoadEffectAsync(This,effect,async_op) (This)->lpVtbl->LoadEffectAsync(This,effect,async_op)
  930. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects(This) (This)->lpVtbl->PauseAllEffects(This)
  931. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects(This) (This)->lpVtbl->ResumeAllEffects(This)
  932. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects(This) (This)->lpVtbl->StopAllEffects(This)
  933. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync(This,async_op) (This)->lpVtbl->TryDisableAsync(This,async_op)
  934. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync(This,async_op) (This)->lpVtbl->TryEnableAsync(This,async_op)
  935. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync(This,async_op) (This)->lpVtbl->TryResetAsync(This,async_op)
  936. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync(This,effect,async_op) (This)->lpVtbl->TryUnloadEffectAsync(This,effect,async_op)
  937. #else
  938. /*** IUnknown methods ***/
  939. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,REFIID riid,void **ppvObject) {
  940. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  941. }
  942. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) {
  943. return This->lpVtbl->AddRef(This);
  944. }
  945. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) {
  946. return This->lpVtbl->Release(This);
  947. }
  948. /*** IInspectable methods ***/
  949. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,ULONG *iidCount,IID **iids) {
  950. return This->lpVtbl->GetIids(This,iidCount,iids);
  951. }
  952. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,HSTRING *className) {
  953. return This->lpVtbl->GetRuntimeClassName(This,className);
  954. }
  955. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,TrustLevel *trustLevel) {
  956. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  957. }
  958. /*** IForceFeedbackMotor methods ***/
  959. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,boolean *value) {
  960. return This->lpVtbl->get_AreEffectsPaused(This,value);
  961. }
  962. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,DOUBLE *value) {
  963. return This->lpVtbl->get_MasterGain(This,value);
  964. }
  965. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,DOUBLE value) {
  966. return This->lpVtbl->put_MasterGain(This,value);
  967. }
  968. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,boolean *value) {
  969. return This->lpVtbl->get_IsEnabled(This,value);
  970. }
  971. 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) {
  972. return This->lpVtbl->get_SupportedAxes(This,value);
  973. }
  974. 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) {
  975. return This->lpVtbl->LoadEffectAsync(This,effect,async_op);
  976. }
  977. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) {
  978. return This->lpVtbl->PauseAllEffects(This);
  979. }
  980. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) {
  981. return This->lpVtbl->ResumeAllEffects(This);
  982. }
  983. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This) {
  984. return This->lpVtbl->StopAllEffects(This);
  985. }
  986. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__FIAsyncOperation_1_boolean **async_op) {
  987. return This->lpVtbl->TryDisableAsync(This,async_op);
  988. }
  989. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__FIAsyncOperation_1_boolean **async_op) {
  990. return This->lpVtbl->TryEnableAsync(This,async_op);
  991. }
  992. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This,__FIAsyncOperation_1_boolean **async_op) {
  993. return This->lpVtbl->TryResetAsync(This,async_op);
  994. }
  995. 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) {
  996. return This->lpVtbl->TryUnloadEffectAsync(This,effect,async_op);
  997. }
  998. #endif
  999. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  1000. #define IID_IForceFeedbackMotor IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor
  1001. #define IForceFeedbackMotorVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl
  1002. #define IForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor
  1003. #define IForceFeedbackMotor_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface
  1004. #define IForceFeedbackMotor_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef
  1005. #define IForceFeedbackMotor_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release
  1006. #define IForceFeedbackMotor_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids
  1007. #define IForceFeedbackMotor_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName
  1008. #define IForceFeedbackMotor_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel
  1009. #define IForceFeedbackMotor_get_AreEffectsPaused __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused
  1010. #define IForceFeedbackMotor_get_MasterGain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain
  1011. #define IForceFeedbackMotor_put_MasterGain __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain
  1012. #define IForceFeedbackMotor_get_IsEnabled __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled
  1013. #define IForceFeedbackMotor_get_SupportedAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes
  1014. #define IForceFeedbackMotor_LoadEffectAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_LoadEffectAsync
  1015. #define IForceFeedbackMotor_PauseAllEffects __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects
  1016. #define IForceFeedbackMotor_ResumeAllEffects __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects
  1017. #define IForceFeedbackMotor_StopAllEffects __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects
  1018. #define IForceFeedbackMotor_TryDisableAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync
  1019. #define IForceFeedbackMotor_TryEnableAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync
  1020. #define IForceFeedbackMotor_TryResetAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync
  1021. #define IForceFeedbackMotor_TryUnloadEffectAsync __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync
  1022. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  1023. #endif
  1024. #endif
  1025. #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ */
  1026. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1027. /*****************************************************************************
  1028. * IPeriodicForceEffect interface
  1029. */
  1030. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1031. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__
  1032. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__
  1033. DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect, 0x5c5138d7, 0xfc75, 0x4d52, 0x9a,0x0a, 0xef,0xe4,0xca,0xb5,0xfe,0x64);
  1034. #if defined(__cplusplus) && !defined(CINTERFACE)
  1035. } /* extern "C" */
  1036. namespace ABI {
  1037. namespace Windows {
  1038. namespace Gaming {
  1039. namespace Input {
  1040. namespace ForceFeedback {
  1041. MIDL_INTERFACE("5c5138d7-fc75-4d52-9a0a-efe4cab5fe64")
  1042. IPeriodicForceEffect : public IInspectable
  1043. {
  1044. virtual HRESULT STDMETHODCALLTYPE get_Kind(
  1045. enum PeriodicForceEffectKind *value) = 0;
  1046. virtual HRESULT STDMETHODCALLTYPE SetParameters(
  1047. struct Vector3 vector,
  1048. FLOAT frequency,
  1049. FLOAT phase,
  1050. FLOAT bias,
  1051. struct TimeSpan duration) = 0;
  1052. virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope(
  1053. struct Vector3 vector,
  1054. FLOAT frequency,
  1055. FLOAT phase,
  1056. FLOAT bias,
  1057. FLOAT attack_gain,
  1058. FLOAT sustain_gain,
  1059. FLOAT release_gain,
  1060. struct TimeSpan start_delay,
  1061. struct TimeSpan attack_duration,
  1062. struct TimeSpan sustain_duration,
  1063. struct TimeSpan release_duration,
  1064. UINT32 repeat_count) = 0;
  1065. };
  1066. }
  1067. }
  1068. }
  1069. }
  1070. }
  1071. extern "C" {
  1072. #ifdef __CRT_UUID_DECL
  1073. __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect, 0x5c5138d7, 0xfc75, 0x4d52, 0x9a,0x0a, 0xef,0xe4,0xca,0xb5,0xfe,0x64)
  1074. #endif
  1075. #else
  1076. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl {
  1077. BEGIN_INTERFACE
  1078. /*** IUnknown methods ***/
  1079. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  1080. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This,
  1081. REFIID riid,
  1082. void **ppvObject);
  1083. ULONG (STDMETHODCALLTYPE *AddRef)(
  1084. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This);
  1085. ULONG (STDMETHODCALLTYPE *Release)(
  1086. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This);
  1087. /*** IInspectable methods ***/
  1088. HRESULT (STDMETHODCALLTYPE *GetIids)(
  1089. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This,
  1090. ULONG *iidCount,
  1091. IID **iids);
  1092. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  1093. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This,
  1094. HSTRING *className);
  1095. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  1096. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This,
  1097. TrustLevel *trustLevel);
  1098. /*** IPeriodicForceEffect methods ***/
  1099. HRESULT (STDMETHODCALLTYPE *get_Kind)(
  1100. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This,
  1101. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind *value);
  1102. HRESULT (STDMETHODCALLTYPE *SetParameters)(
  1103. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This,
  1104. struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,
  1105. FLOAT frequency,
  1106. FLOAT phase,
  1107. FLOAT bias,
  1108. struct __x_ABI_CWindows_CFoundation_CTimeSpan duration);
  1109. HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)(
  1110. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect *This,
  1111. struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,
  1112. FLOAT frequency,
  1113. FLOAT phase,
  1114. FLOAT bias,
  1115. FLOAT attack_gain,
  1116. FLOAT sustain_gain,
  1117. FLOAT release_gain,
  1118. struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay,
  1119. struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,
  1120. struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,
  1121. struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration,
  1122. UINT32 repeat_count);
  1123. END_INTERFACE
  1124. } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl;
  1125. interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect {
  1126. CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl* lpVtbl;
  1127. };
  1128. #ifdef COBJMACROS
  1129. #ifndef WIDL_C_INLINE_WRAPPERS
  1130. /*** IUnknown methods ***/
  1131. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  1132. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This)
  1133. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release(This) (This)->lpVtbl->Release(This)
  1134. /*** IInspectable methods ***/
  1135. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  1136. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  1137. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  1138. /*** IPeriodicForceEffect methods ***/
  1139. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind(This,value) (This)->lpVtbl->get_Kind(This,value)
  1140. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters(This,vector,frequency,phase,bias,duration) (This)->lpVtbl->SetParameters(This,vector,frequency,phase,bias,duration)
  1141. #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)
  1142. #else
  1143. /*** IUnknown methods ***/
  1144. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,REFIID riid,void **ppvObject) {
  1145. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  1146. }
  1147. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This) {
  1148. return This->lpVtbl->AddRef(This);
  1149. }
  1150. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This) {
  1151. return This->lpVtbl->Release(This);
  1152. }
  1153. /*** IInspectable methods ***/
  1154. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,ULONG *iidCount,IID **iids) {
  1155. return This->lpVtbl->GetIids(This,iidCount,iids);
  1156. }
  1157. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,HSTRING *className) {
  1158. return This->lpVtbl->GetRuntimeClassName(This,className);
  1159. }
  1160. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This,TrustLevel *trustLevel) {
  1161. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  1162. }
  1163. /*** IPeriodicForceEffect methods ***/
  1164. 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) {
  1165. return This->lpVtbl->get_Kind(This,value);
  1166. }
  1167. 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) {
  1168. return This->lpVtbl->SetParameters(This,vector,frequency,phase,bias,duration);
  1169. }
  1170. 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) {
  1171. 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);
  1172. }
  1173. #endif
  1174. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  1175. #define IID_IPeriodicForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect
  1176. #define IPeriodicForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl
  1177. #define IPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect
  1178. #define IPeriodicForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface
  1179. #define IPeriodicForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef
  1180. #define IPeriodicForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release
  1181. #define IPeriodicForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids
  1182. #define IPeriodicForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName
  1183. #define IPeriodicForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel
  1184. #define IPeriodicForceEffect_get_Kind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind
  1185. #define IPeriodicForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters
  1186. #define IPeriodicForceEffect_SetParametersWithEnvelope __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope
  1187. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  1188. #endif
  1189. #endif
  1190. #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ */
  1191. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1192. /*****************************************************************************
  1193. * IPeriodicForceEffectFactory interface
  1194. */
  1195. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1196. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__
  1197. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__
  1198. DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory, 0x6f62eb1a, 0x9851, 0x477b, 0xb3,0x18, 0x35,0xec,0xaa,0x15,0x07,0x0f);
  1199. #if defined(__cplusplus) && !defined(CINTERFACE)
  1200. } /* extern "C" */
  1201. namespace ABI {
  1202. namespace Windows {
  1203. namespace Gaming {
  1204. namespace Input {
  1205. namespace ForceFeedback {
  1206. MIDL_INTERFACE("6f62eb1a-9851-477b-b318-35ecaa15070f")
  1207. IPeriodicForceEffectFactory : public IInspectable
  1208. {
  1209. virtual HRESULT STDMETHODCALLTYPE CreateInstance(
  1210. enum PeriodicForceEffectKind kind,
  1211. ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect **value) = 0;
  1212. };
  1213. }
  1214. }
  1215. }
  1216. }
  1217. }
  1218. extern "C" {
  1219. #ifdef __CRT_UUID_DECL
  1220. __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory, 0x6f62eb1a, 0x9851, 0x477b, 0xb3,0x18, 0x35,0xec,0xaa,0x15,0x07,0x0f)
  1221. #endif
  1222. #else
  1223. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl {
  1224. BEGIN_INTERFACE
  1225. /*** IUnknown methods ***/
  1226. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  1227. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This,
  1228. REFIID riid,
  1229. void **ppvObject);
  1230. ULONG (STDMETHODCALLTYPE *AddRef)(
  1231. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This);
  1232. ULONG (STDMETHODCALLTYPE *Release)(
  1233. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This);
  1234. /*** IInspectable methods ***/
  1235. HRESULT (STDMETHODCALLTYPE *GetIids)(
  1236. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This,
  1237. ULONG *iidCount,
  1238. IID **iids);
  1239. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  1240. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This,
  1241. HSTRING *className);
  1242. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  1243. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This,
  1244. TrustLevel *trustLevel);
  1245. /*** IPeriodicForceEffectFactory methods ***/
  1246. HRESULT (STDMETHODCALLTYPE *CreateInstance)(
  1247. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory *This,
  1248. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind kind,
  1249. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value);
  1250. END_INTERFACE
  1251. } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl;
  1252. interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory {
  1253. CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl* lpVtbl;
  1254. };
  1255. #ifdef COBJMACROS
  1256. #ifndef WIDL_C_INLINE_WRAPPERS
  1257. /*** IUnknown methods ***/
  1258. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  1259. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef(This) (This)->lpVtbl->AddRef(This)
  1260. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release(This) (This)->lpVtbl->Release(This)
  1261. /*** IInspectable methods ***/
  1262. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  1263. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  1264. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  1265. /*** IPeriodicForceEffectFactory methods ***/
  1266. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance(This,kind,value) (This)->lpVtbl->CreateInstance(This,kind,value)
  1267. #else
  1268. /*** IUnknown methods ***/
  1269. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,REFIID riid,void **ppvObject) {
  1270. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  1271. }
  1272. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This) {
  1273. return This->lpVtbl->AddRef(This);
  1274. }
  1275. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This) {
  1276. return This->lpVtbl->Release(This);
  1277. }
  1278. /*** IInspectable methods ***/
  1279. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,ULONG *iidCount,IID **iids) {
  1280. return This->lpVtbl->GetIids(This,iidCount,iids);
  1281. }
  1282. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,HSTRING *className) {
  1283. return This->lpVtbl->GetRuntimeClassName(This,className);
  1284. }
  1285. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This,TrustLevel *trustLevel) {
  1286. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  1287. }
  1288. /*** IPeriodicForceEffectFactory methods ***/
  1289. 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) {
  1290. return This->lpVtbl->CreateInstance(This,kind,value);
  1291. }
  1292. #endif
  1293. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  1294. #define IID_IPeriodicForceEffectFactory IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory
  1295. #define IPeriodicForceEffectFactoryVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl
  1296. #define IPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory
  1297. #define IPeriodicForceEffectFactory_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface
  1298. #define IPeriodicForceEffectFactory_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef
  1299. #define IPeriodicForceEffectFactory_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release
  1300. #define IPeriodicForceEffectFactory_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids
  1301. #define IPeriodicForceEffectFactory_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName
  1302. #define IPeriodicForceEffectFactory_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel
  1303. #define IPeriodicForceEffectFactory_CreateInstance __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance
  1304. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  1305. #endif
  1306. #endif
  1307. #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ */
  1308. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1309. /*****************************************************************************
  1310. * IConditionForceEffect interface
  1311. */
  1312. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1313. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__
  1314. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__
  1315. DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect, 0x32d1ea68, 0x3695, 0x4e69, 0x85,0xc0, 0xcd,0x19,0x44,0x18,0x91,0x40);
  1316. #if defined(__cplusplus) && !defined(CINTERFACE)
  1317. } /* extern "C" */
  1318. namespace ABI {
  1319. namespace Windows {
  1320. namespace Gaming {
  1321. namespace Input {
  1322. namespace ForceFeedback {
  1323. MIDL_INTERFACE("32d1ea68-3695-4e69-85c0-cd1944189140")
  1324. IConditionForceEffect : public IInspectable
  1325. {
  1326. virtual HRESULT STDMETHODCALLTYPE get_Kind(
  1327. enum ConditionForceEffectKind *value) = 0;
  1328. virtual HRESULT STDMETHODCALLTYPE SetParameters(
  1329. struct Vector3 direction,
  1330. FLOAT positive_coeff,
  1331. FLOAT negative_coeff,
  1332. FLOAT max_positive_magnitude,
  1333. FLOAT max_negative_magnitude,
  1334. FLOAT deadzone,
  1335. FLOAT bias) = 0;
  1336. };
  1337. }
  1338. }
  1339. }
  1340. }
  1341. }
  1342. extern "C" {
  1343. #ifdef __CRT_UUID_DECL
  1344. __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect, 0x32d1ea68, 0x3695, 0x4e69, 0x85,0xc0, 0xcd,0x19,0x44,0x18,0x91,0x40)
  1345. #endif
  1346. #else
  1347. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl {
  1348. BEGIN_INTERFACE
  1349. /*** IUnknown methods ***/
  1350. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  1351. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This,
  1352. REFIID riid,
  1353. void **ppvObject);
  1354. ULONG (STDMETHODCALLTYPE *AddRef)(
  1355. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This);
  1356. ULONG (STDMETHODCALLTYPE *Release)(
  1357. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This);
  1358. /*** IInspectable methods ***/
  1359. HRESULT (STDMETHODCALLTYPE *GetIids)(
  1360. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This,
  1361. ULONG *iidCount,
  1362. IID **iids);
  1363. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  1364. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This,
  1365. HSTRING *className);
  1366. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  1367. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This,
  1368. TrustLevel *trustLevel);
  1369. /*** IConditionForceEffect methods ***/
  1370. HRESULT (STDMETHODCALLTYPE *get_Kind)(
  1371. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This,
  1372. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind *value);
  1373. HRESULT (STDMETHODCALLTYPE *SetParameters)(
  1374. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect *This,
  1375. struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 direction,
  1376. FLOAT positive_coeff,
  1377. FLOAT negative_coeff,
  1378. FLOAT max_positive_magnitude,
  1379. FLOAT max_negative_magnitude,
  1380. FLOAT deadzone,
  1381. FLOAT bias);
  1382. END_INTERFACE
  1383. } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl;
  1384. interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect {
  1385. CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl* lpVtbl;
  1386. };
  1387. #ifdef COBJMACROS
  1388. #ifndef WIDL_C_INLINE_WRAPPERS
  1389. /*** IUnknown methods ***/
  1390. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  1391. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This)
  1392. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release(This) (This)->lpVtbl->Release(This)
  1393. /*** IInspectable methods ***/
  1394. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  1395. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  1396. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  1397. /*** IConditionForceEffect methods ***/
  1398. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind(This,value) (This)->lpVtbl->get_Kind(This,value)
  1399. #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)
  1400. #else
  1401. /*** IUnknown methods ***/
  1402. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,REFIID riid,void **ppvObject) {
  1403. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  1404. }
  1405. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This) {
  1406. return This->lpVtbl->AddRef(This);
  1407. }
  1408. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This) {
  1409. return This->lpVtbl->Release(This);
  1410. }
  1411. /*** IInspectable methods ***/
  1412. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,ULONG *iidCount,IID **iids) {
  1413. return This->lpVtbl->GetIids(This,iidCount,iids);
  1414. }
  1415. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,HSTRING *className) {
  1416. return This->lpVtbl->GetRuntimeClassName(This,className);
  1417. }
  1418. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,TrustLevel *trustLevel) {
  1419. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  1420. }
  1421. /*** IConditionForceEffect methods ***/
  1422. 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) {
  1423. return This->lpVtbl->get_Kind(This,value);
  1424. }
  1425. 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) {
  1426. return This->lpVtbl->SetParameters(This,direction,positive_coeff,negative_coeff,max_positive_magnitude,max_negative_magnitude,deadzone,bias);
  1427. }
  1428. #endif
  1429. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  1430. #define IID_IConditionForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect
  1431. #define IConditionForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl
  1432. #define IConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect
  1433. #define IConditionForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface
  1434. #define IConditionForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef
  1435. #define IConditionForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release
  1436. #define IConditionForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids
  1437. #define IConditionForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName
  1438. #define IConditionForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel
  1439. #define IConditionForceEffect_get_Kind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind
  1440. #define IConditionForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters
  1441. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  1442. #endif
  1443. #endif
  1444. #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ */
  1445. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1446. /*****************************************************************************
  1447. * IConditionForceEffectFactory interface
  1448. */
  1449. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1450. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__
  1451. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__
  1452. DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory, 0x91a99264, 0x1810, 0x4eb6, 0xa7,0x73, 0xbf,0xd3,0xb8,0xcd,0xdb,0xab);
  1453. #if defined(__cplusplus) && !defined(CINTERFACE)
  1454. } /* extern "C" */
  1455. namespace ABI {
  1456. namespace Windows {
  1457. namespace Gaming {
  1458. namespace Input {
  1459. namespace ForceFeedback {
  1460. MIDL_INTERFACE("91a99264-1810-4eb6-a773-bfd3b8cddbab")
  1461. IConditionForceEffectFactory : public IInspectable
  1462. {
  1463. virtual HRESULT STDMETHODCALLTYPE CreateInstance(
  1464. enum ConditionForceEffectKind kind,
  1465. ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect **value) = 0;
  1466. };
  1467. }
  1468. }
  1469. }
  1470. }
  1471. }
  1472. extern "C" {
  1473. #ifdef __CRT_UUID_DECL
  1474. __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory, 0x91a99264, 0x1810, 0x4eb6, 0xa7,0x73, 0xbf,0xd3,0xb8,0xcd,0xdb,0xab)
  1475. #endif
  1476. #else
  1477. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl {
  1478. BEGIN_INTERFACE
  1479. /*** IUnknown methods ***/
  1480. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  1481. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This,
  1482. REFIID riid,
  1483. void **ppvObject);
  1484. ULONG (STDMETHODCALLTYPE *AddRef)(
  1485. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This);
  1486. ULONG (STDMETHODCALLTYPE *Release)(
  1487. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This);
  1488. /*** IInspectable methods ***/
  1489. HRESULT (STDMETHODCALLTYPE *GetIids)(
  1490. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This,
  1491. ULONG *iidCount,
  1492. IID **iids);
  1493. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  1494. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This,
  1495. HSTRING *className);
  1496. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  1497. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This,
  1498. TrustLevel *trustLevel);
  1499. /*** IConditionForceEffectFactory methods ***/
  1500. HRESULT (STDMETHODCALLTYPE *CreateInstance)(
  1501. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory *This,
  1502. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind kind,
  1503. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value);
  1504. END_INTERFACE
  1505. } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl;
  1506. interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory {
  1507. CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl* lpVtbl;
  1508. };
  1509. #ifdef COBJMACROS
  1510. #ifndef WIDL_C_INLINE_WRAPPERS
  1511. /*** IUnknown methods ***/
  1512. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  1513. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef(This) (This)->lpVtbl->AddRef(This)
  1514. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release(This) (This)->lpVtbl->Release(This)
  1515. /*** IInspectable methods ***/
  1516. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  1517. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  1518. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  1519. /*** IConditionForceEffectFactory methods ***/
  1520. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance(This,kind,value) (This)->lpVtbl->CreateInstance(This,kind,value)
  1521. #else
  1522. /*** IUnknown methods ***/
  1523. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,REFIID riid,void **ppvObject) {
  1524. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  1525. }
  1526. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This) {
  1527. return This->lpVtbl->AddRef(This);
  1528. }
  1529. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This) {
  1530. return This->lpVtbl->Release(This);
  1531. }
  1532. /*** IInspectable methods ***/
  1533. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,ULONG *iidCount,IID **iids) {
  1534. return This->lpVtbl->GetIids(This,iidCount,iids);
  1535. }
  1536. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,HSTRING *className) {
  1537. return This->lpVtbl->GetRuntimeClassName(This,className);
  1538. }
  1539. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This,TrustLevel *trustLevel) {
  1540. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  1541. }
  1542. /*** IConditionForceEffectFactory methods ***/
  1543. 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) {
  1544. return This->lpVtbl->CreateInstance(This,kind,value);
  1545. }
  1546. #endif
  1547. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  1548. #define IID_IConditionForceEffectFactory IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory
  1549. #define IConditionForceEffectFactoryVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl
  1550. #define IConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory
  1551. #define IConditionForceEffectFactory_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface
  1552. #define IConditionForceEffectFactory_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef
  1553. #define IConditionForceEffectFactory_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release
  1554. #define IConditionForceEffectFactory_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids
  1555. #define IConditionForceEffectFactory_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName
  1556. #define IConditionForceEffectFactory_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel
  1557. #define IConditionForceEffectFactory_CreateInstance __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance
  1558. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  1559. #endif
  1560. #endif
  1561. #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ */
  1562. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1563. /*****************************************************************************
  1564. * IConstantForceEffect interface
  1565. */
  1566. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1567. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__
  1568. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__
  1569. DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect, 0x9bfa0140, 0xf3c7, 0x415c, 0xb0,0x68, 0x0f,0x06,0x87,0x34,0xbc,0xe0);
  1570. #if defined(__cplusplus) && !defined(CINTERFACE)
  1571. } /* extern "C" */
  1572. namespace ABI {
  1573. namespace Windows {
  1574. namespace Gaming {
  1575. namespace Input {
  1576. namespace ForceFeedback {
  1577. MIDL_INTERFACE("9bfa0140-f3c7-415c-b068-0f068734bce0")
  1578. IConstantForceEffect : public IInspectable
  1579. {
  1580. virtual HRESULT STDMETHODCALLTYPE SetParameters(
  1581. struct Vector3 vector,
  1582. struct TimeSpan duration) = 0;
  1583. virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope(
  1584. struct Vector3 vector,
  1585. FLOAT attack_gain,
  1586. FLOAT sustain_gain,
  1587. FLOAT release_gain,
  1588. struct TimeSpan start_delay,
  1589. struct TimeSpan attack_duration,
  1590. struct TimeSpan sustain_duration,
  1591. struct TimeSpan release_duration,
  1592. UINT32 repeat_count) = 0;
  1593. };
  1594. }
  1595. }
  1596. }
  1597. }
  1598. }
  1599. extern "C" {
  1600. #ifdef __CRT_UUID_DECL
  1601. __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect, 0x9bfa0140, 0xf3c7, 0x415c, 0xb0,0x68, 0x0f,0x06,0x87,0x34,0xbc,0xe0)
  1602. #endif
  1603. #else
  1604. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl {
  1605. BEGIN_INTERFACE
  1606. /*** IUnknown methods ***/
  1607. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  1608. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This,
  1609. REFIID riid,
  1610. void **ppvObject);
  1611. ULONG (STDMETHODCALLTYPE *AddRef)(
  1612. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This);
  1613. ULONG (STDMETHODCALLTYPE *Release)(
  1614. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This);
  1615. /*** IInspectable methods ***/
  1616. HRESULT (STDMETHODCALLTYPE *GetIids)(
  1617. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This,
  1618. ULONG *iidCount,
  1619. IID **iids);
  1620. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  1621. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This,
  1622. HSTRING *className);
  1623. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  1624. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This,
  1625. TrustLevel *trustLevel);
  1626. /*** IConstantForceEffect methods ***/
  1627. HRESULT (STDMETHODCALLTYPE *SetParameters)(
  1628. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This,
  1629. struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,
  1630. struct __x_ABI_CWindows_CFoundation_CTimeSpan duration);
  1631. HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)(
  1632. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect *This,
  1633. struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,
  1634. FLOAT attack_gain,
  1635. FLOAT sustain_gain,
  1636. FLOAT release_gain,
  1637. struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay,
  1638. struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,
  1639. struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,
  1640. struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration,
  1641. UINT32 repeat_count);
  1642. END_INTERFACE
  1643. } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl;
  1644. interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect {
  1645. CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl* lpVtbl;
  1646. };
  1647. #ifdef COBJMACROS
  1648. #ifndef WIDL_C_INLINE_WRAPPERS
  1649. /*** IUnknown methods ***/
  1650. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  1651. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This)
  1652. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release(This) (This)->lpVtbl->Release(This)
  1653. /*** IInspectable methods ***/
  1654. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  1655. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  1656. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  1657. /*** IConstantForceEffect methods ***/
  1658. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters(This,vector,duration) (This)->lpVtbl->SetParameters(This,vector,duration)
  1659. #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)
  1660. #else
  1661. /*** IUnknown methods ***/
  1662. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,REFIID riid,void **ppvObject) {
  1663. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  1664. }
  1665. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This) {
  1666. return This->lpVtbl->AddRef(This);
  1667. }
  1668. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This) {
  1669. return This->lpVtbl->Release(This);
  1670. }
  1671. /*** IInspectable methods ***/
  1672. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,ULONG *iidCount,IID **iids) {
  1673. return This->lpVtbl->GetIids(This,iidCount,iids);
  1674. }
  1675. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,HSTRING *className) {
  1676. return This->lpVtbl->GetRuntimeClassName(This,className);
  1677. }
  1678. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This,TrustLevel *trustLevel) {
  1679. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  1680. }
  1681. /*** IConstantForceEffect methods ***/
  1682. 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) {
  1683. return This->lpVtbl->SetParameters(This,vector,duration);
  1684. }
  1685. 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) {
  1686. return This->lpVtbl->SetParametersWithEnvelope(This,vector,attack_gain,sustain_gain,release_gain,start_delay,attack_duration,sustain_duration,release_duration,repeat_count);
  1687. }
  1688. #endif
  1689. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  1690. #define IID_IConstantForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect
  1691. #define IConstantForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl
  1692. #define IConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect
  1693. #define IConstantForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface
  1694. #define IConstantForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef
  1695. #define IConstantForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release
  1696. #define IConstantForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids
  1697. #define IConstantForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName
  1698. #define IConstantForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel
  1699. #define IConstantForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters
  1700. #define IConstantForceEffect_SetParametersWithEnvelope __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope
  1701. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  1702. #endif
  1703. #endif
  1704. #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ */
  1705. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1706. /*****************************************************************************
  1707. * IRampForceEffect interface
  1708. */
  1709. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1710. #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__
  1711. #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__
  1712. DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect, 0xf1f81259, 0x1ca6, 0x4080, 0xb5,0x6d, 0xb4,0x3f,0x33,0x54,0xd0,0x52);
  1713. #if defined(__cplusplus) && !defined(CINTERFACE)
  1714. } /* extern "C" */
  1715. namespace ABI {
  1716. namespace Windows {
  1717. namespace Gaming {
  1718. namespace Input {
  1719. namespace ForceFeedback {
  1720. MIDL_INTERFACE("f1f81259-1ca6-4080-b56d-b43f3354d052")
  1721. IRampForceEffect : public IInspectable
  1722. {
  1723. virtual HRESULT STDMETHODCALLTYPE SetParameters(
  1724. struct Vector3 start_vector,
  1725. struct Vector3 end_vector,
  1726. struct TimeSpan duration) = 0;
  1727. virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope(
  1728. struct Vector3 start_vector,
  1729. struct Vector3 end_vector,
  1730. FLOAT attack_gain,
  1731. FLOAT sustain_gain,
  1732. FLOAT release_gain,
  1733. struct TimeSpan start_delay,
  1734. struct TimeSpan attack_duration,
  1735. struct TimeSpan sustain_duration,
  1736. struct TimeSpan release_duration,
  1737. UINT32 repeat_count) = 0;
  1738. };
  1739. }
  1740. }
  1741. }
  1742. }
  1743. }
  1744. extern "C" {
  1745. #ifdef __CRT_UUID_DECL
  1746. __CRT_UUID_DECL(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect, 0xf1f81259, 0x1ca6, 0x4080, 0xb5,0x6d, 0xb4,0x3f,0x33,0x54,0xd0,0x52)
  1747. #endif
  1748. #else
  1749. typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl {
  1750. BEGIN_INTERFACE
  1751. /*** IUnknown methods ***/
  1752. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  1753. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This,
  1754. REFIID riid,
  1755. void **ppvObject);
  1756. ULONG (STDMETHODCALLTYPE *AddRef)(
  1757. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This);
  1758. ULONG (STDMETHODCALLTYPE *Release)(
  1759. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This);
  1760. /*** IInspectable methods ***/
  1761. HRESULT (STDMETHODCALLTYPE *GetIids)(
  1762. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This,
  1763. ULONG *iidCount,
  1764. IID **iids);
  1765. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  1766. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This,
  1767. HSTRING *className);
  1768. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  1769. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This,
  1770. TrustLevel *trustLevel);
  1771. /*** IRampForceEffect methods ***/
  1772. HRESULT (STDMETHODCALLTYPE *SetParameters)(
  1773. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This,
  1774. struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector,
  1775. struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector,
  1776. struct __x_ABI_CWindows_CFoundation_CTimeSpan duration);
  1777. HRESULT (STDMETHODCALLTYPE *SetParametersWithEnvelope)(
  1778. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect *This,
  1779. struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 start_vector,
  1780. struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 end_vector,
  1781. FLOAT attack_gain,
  1782. FLOAT sustain_gain,
  1783. FLOAT release_gain,
  1784. struct __x_ABI_CWindows_CFoundation_CTimeSpan start_delay,
  1785. struct __x_ABI_CWindows_CFoundation_CTimeSpan attack_duration,
  1786. struct __x_ABI_CWindows_CFoundation_CTimeSpan sustain_duration,
  1787. struct __x_ABI_CWindows_CFoundation_CTimeSpan release_duration,
  1788. UINT32 repeat_count);
  1789. END_INTERFACE
  1790. } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl;
  1791. interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect {
  1792. CONST_VTBL __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl* lpVtbl;
  1793. };
  1794. #ifdef COBJMACROS
  1795. #ifndef WIDL_C_INLINE_WRAPPERS
  1796. /*** IUnknown methods ***/
  1797. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  1798. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef(This) (This)->lpVtbl->AddRef(This)
  1799. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release(This) (This)->lpVtbl->Release(This)
  1800. /*** IInspectable methods ***/
  1801. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  1802. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  1803. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  1804. /*** IRampForceEffect methods ***/
  1805. #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters(This,start_vector,end_vector,duration) (This)->lpVtbl->SetParameters(This,start_vector,end_vector,duration)
  1806. #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)
  1807. #else
  1808. /*** IUnknown methods ***/
  1809. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,REFIID riid,void **ppvObject) {
  1810. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  1811. }
  1812. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This) {
  1813. return This->lpVtbl->AddRef(This);
  1814. }
  1815. static FORCEINLINE ULONG __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This) {
  1816. return This->lpVtbl->Release(This);
  1817. }
  1818. /*** IInspectable methods ***/
  1819. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,ULONG *iidCount,IID **iids) {
  1820. return This->lpVtbl->GetIids(This,iidCount,iids);
  1821. }
  1822. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,HSTRING *className) {
  1823. return This->lpVtbl->GetRuntimeClassName(This,className);
  1824. }
  1825. static FORCEINLINE HRESULT __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,TrustLevel *trustLevel) {
  1826. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  1827. }
  1828. /*** IRampForceEffect methods ***/
  1829. 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) {
  1830. return This->lpVtbl->SetParameters(This,start_vector,end_vector,duration);
  1831. }
  1832. 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) {
  1833. 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);
  1834. }
  1835. #endif
  1836. #ifdef WIDL_using_Windows_Gaming_Input_ForceFeedback
  1837. #define IID_IRampForceEffect IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect
  1838. #define IRampForceEffectVtbl __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl
  1839. #define IRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect
  1840. #define IRampForceEffect_QueryInterface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface
  1841. #define IRampForceEffect_AddRef __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef
  1842. #define IRampForceEffect_Release __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release
  1843. #define IRampForceEffect_GetIids __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids
  1844. #define IRampForceEffect_GetRuntimeClassName __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName
  1845. #define IRampForceEffect_GetTrustLevel __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel
  1846. #define IRampForceEffect_SetParameters __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters
  1847. #define IRampForceEffect_SetParametersWithEnvelope __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope
  1848. #endif /* WIDL_using_Windows_Gaming_Input_ForceFeedback */
  1849. #endif
  1850. #endif
  1851. #endif /* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ */
  1852. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1853. /*
  1854. * Class Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor
  1855. */
  1856. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1857. #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED
  1858. #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED
  1859. #if !defined(_MSC_VER) && !defined(__MINGW32__)
  1860. 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};
  1861. #elif defined(__GNUC__) && !defined(__cplusplus)
  1862. const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = L"Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor";
  1863. #else
  1864. 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};
  1865. #endif
  1866. #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED */
  1867. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1868. /*
  1869. * Class Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect
  1870. */
  1871. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1872. #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED
  1873. #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED
  1874. #if !defined(_MSC_VER) && !defined(__MINGW32__)
  1875. 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};
  1876. #elif defined(__GNUC__) && !defined(__cplusplus)
  1877. const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect";
  1878. #else
  1879. 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};
  1880. #endif
  1881. #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED */
  1882. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1883. /*
  1884. * Class Windows.Gaming.Input.ForceFeedback.ConditionForceEffect
  1885. */
  1886. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1887. #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED
  1888. #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED
  1889. #if !defined(_MSC_VER) && !defined(__MINGW32__)
  1890. 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};
  1891. #elif defined(__GNUC__) && !defined(__cplusplus)
  1892. const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConditionForceEffect";
  1893. #else
  1894. 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};
  1895. #endif
  1896. #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED */
  1897. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1898. /*
  1899. * Class Windows.Gaming.Input.ForceFeedback.ConstantForceEffect
  1900. */
  1901. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1902. #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED
  1903. #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED
  1904. #if !defined(_MSC_VER) && !defined(__MINGW32__)
  1905. 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};
  1906. #elif defined(__GNUC__) && !defined(__cplusplus)
  1907. const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConstantForceEffect";
  1908. #else
  1909. 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};
  1910. #endif
  1911. #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED */
  1912. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1913. /*
  1914. * Class Windows.Gaming.Input.ForceFeedback.RampForceEffect
  1915. */
  1916. #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  1917. #ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED
  1918. #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED
  1919. #if !defined(_MSC_VER) && !defined(__MINGW32__)
  1920. 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};
  1921. #elif defined(__GNUC__) && !defined(__cplusplus)
  1922. const DECLSPEC_SELECTANY WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.RampForceEffect";
  1923. #else
  1924. 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};
  1925. #endif
  1926. #endif /* RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED */
  1927. #endif /* WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 */
  1928. /*****************************************************************************
  1929. * IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > interface
  1930. */
  1931. #ifndef ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
  1932. #define ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
  1933. DEFINE_GUID(IID___FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult, 0xf8220a41, 0xf738, 0x51e8, 0x89,0xba, 0x76,0xbb,0xd6,0x61,0x58,0xcb);
  1934. #if defined(__cplusplus) && !defined(CINTERFACE)
  1935. } /* extern "C" */
  1936. namespace ABI {
  1937. namespace Windows {
  1938. namespace Foundation {
  1939. template<>
  1940. MIDL_INTERFACE("f8220a41-f738-51e8-89ba-76bbd66158cb")
  1941. IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > : IAsyncOperationCompletedHandler_impl<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
  1942. {
  1943. };
  1944. }
  1945. }
  1946. }
  1947. extern "C" {
  1948. #ifdef __CRT_UUID_DECL
  1949. __CRT_UUID_DECL(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult, 0xf8220a41, 0xf738, 0x51e8, 0x89,0xba, 0x76,0xbb,0xd6,0x61,0x58,0xcb)
  1950. #endif
  1951. #else
  1952. typedef struct __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl {
  1953. BEGIN_INTERFACE
  1954. /*** IUnknown methods ***/
  1955. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  1956. __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This,
  1957. REFIID riid,
  1958. void **ppvObject);
  1959. ULONG (STDMETHODCALLTYPE *AddRef)(
  1960. __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This);
  1961. ULONG (STDMETHODCALLTYPE *Release)(
  1962. __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This);
  1963. /*** IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
  1964. HRESULT (STDMETHODCALLTYPE *Invoke)(
  1965. __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *This,
  1966. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *info,
  1967. AsyncStatus status);
  1968. END_INTERFACE
  1969. } __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl;
  1970. interface __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult {
  1971. CONST_VTBL __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl* lpVtbl;
  1972. };
  1973. #ifdef COBJMACROS
  1974. #ifndef WIDL_C_INLINE_WRAPPERS
  1975. /*** IUnknown methods ***/
  1976. #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  1977. #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_AddRef(This) (This)->lpVtbl->AddRef(This)
  1978. #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Release(This) (This)->lpVtbl->Release(This)
  1979. /*** IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
  1980. #define __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Invoke(This,info,status) (This)->lpVtbl->Invoke(This,info,status)
  1981. #else
  1982. /*** IUnknown methods ***/
  1983. static FORCEINLINE HRESULT __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_QueryInterface(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This,REFIID riid,void **ppvObject) {
  1984. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  1985. }
  1986. static FORCEINLINE ULONG __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_AddRef(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This) {
  1987. return This->lpVtbl->AddRef(This);
  1988. }
  1989. static FORCEINLINE ULONG __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Release(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This) {
  1990. return This->lpVtbl->Release(This);
  1991. }
  1992. /*** IAsyncOperationCompletedHandler<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
  1993. static FORCEINLINE HRESULT __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Invoke(__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperation_1_ForceFeedbackLoadEffectResult *info,AsyncStatus status) {
  1994. return This->lpVtbl->Invoke(This,info,status);
  1995. }
  1996. #endif
  1997. #ifdef WIDL_using_Windows_Foundation
  1998. #define IID_IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult IID___FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult
  1999. #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResultVtbl __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResultVtbl
  2000. #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult
  2001. #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult_QueryInterface __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_QueryInterface
  2002. #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult_AddRef __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_AddRef
  2003. #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult_Release __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Release
  2004. #define IAsyncOperationCompletedHandler_ForceFeedbackLoadEffectResult_Invoke __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_Invoke
  2005. #endif /* WIDL_using_Windows_Foundation */
  2006. #endif
  2007. #endif
  2008. #endif /* ____FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ */
  2009. /*****************************************************************************
  2010. * IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > interface
  2011. */
  2012. #ifndef ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
  2013. #define ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
  2014. DEFINE_GUID(IID___FIAsyncOperation_1_ForceFeedbackLoadEffectResult, 0x21f834fc, 0xe845, 0x5ab9, 0xbf,0x85, 0x95,0x34,0xe2,0x39,0x77,0x98);
  2015. #if defined(__cplusplus) && !defined(CINTERFACE)
  2016. } /* extern "C" */
  2017. namespace ABI {
  2018. namespace Windows {
  2019. namespace Foundation {
  2020. template<>
  2021. MIDL_INTERFACE("21f834fc-e845-5ab9-bf85-9534e2397798")
  2022. IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > : IAsyncOperation_impl<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult >
  2023. {
  2024. };
  2025. }
  2026. }
  2027. }
  2028. extern "C" {
  2029. #ifdef __CRT_UUID_DECL
  2030. __CRT_UUID_DECL(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult, 0x21f834fc, 0xe845, 0x5ab9, 0xbf,0x85, 0x95,0x34,0xe2,0x39,0x77,0x98)
  2031. #endif
  2032. #else
  2033. typedef struct __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl {
  2034. BEGIN_INTERFACE
  2035. /*** IUnknown methods ***/
  2036. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  2037. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
  2038. REFIID riid,
  2039. void **ppvObject);
  2040. ULONG (STDMETHODCALLTYPE *AddRef)(
  2041. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This);
  2042. ULONG (STDMETHODCALLTYPE *Release)(
  2043. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This);
  2044. /*** IInspectable methods ***/
  2045. HRESULT (STDMETHODCALLTYPE *GetIids)(
  2046. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
  2047. ULONG *iidCount,
  2048. IID **iids);
  2049. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  2050. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
  2051. HSTRING *className);
  2052. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  2053. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
  2054. TrustLevel *trustLevel);
  2055. /*** IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
  2056. HRESULT (STDMETHODCALLTYPE *put_Completed)(
  2057. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
  2058. __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *handler);
  2059. HRESULT (STDMETHODCALLTYPE *get_Completed)(
  2060. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
  2061. __FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult **handler);
  2062. HRESULT (STDMETHODCALLTYPE *GetResults)(
  2063. __FIAsyncOperation_1_ForceFeedbackLoadEffectResult *This,
  2064. enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult *results);
  2065. END_INTERFACE
  2066. } __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl;
  2067. interface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult {
  2068. CONST_VTBL __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl* lpVtbl;
  2069. };
  2070. #ifdef COBJMACROS
  2071. #ifndef WIDL_C_INLINE_WRAPPERS
  2072. /*** IUnknown methods ***/
  2073. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  2074. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef(This) (This)->lpVtbl->AddRef(This)
  2075. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release(This) (This)->lpVtbl->Release(This)
  2076. /*** IInspectable methods ***/
  2077. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  2078. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  2079. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  2080. /*** IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
  2081. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed(This,handler) (This)->lpVtbl->put_Completed(This,handler)
  2082. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed(This,handler) (This)->lpVtbl->get_Completed(This,handler)
  2083. #define __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults(This,results) (This)->lpVtbl->GetResults(This,results)
  2084. #else
  2085. /*** IUnknown methods ***/
  2086. static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,REFIID riid,void **ppvObject) {
  2087. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  2088. }
  2089. static FORCEINLINE ULONG __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This) {
  2090. return This->lpVtbl->AddRef(This);
  2091. }
  2092. static FORCEINLINE ULONG __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This) {
  2093. return This->lpVtbl->Release(This);
  2094. }
  2095. /*** IInspectable methods ***/
  2096. static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,ULONG *iidCount,IID **iids) {
  2097. return This->lpVtbl->GetIids(This,iidCount,iids);
  2098. }
  2099. static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,HSTRING *className) {
  2100. return This->lpVtbl->GetRuntimeClassName(This,className);
  2101. }
  2102. static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetTrustLevel(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,TrustLevel *trustLevel) {
  2103. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  2104. }
  2105. /*** IAsyncOperation<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult > methods ***/
  2106. static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult *handler) {
  2107. return This->lpVtbl->put_Completed(This,handler);
  2108. }
  2109. static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,__FIAsyncOperationCompletedHandler_1_ForceFeedbackLoadEffectResult **handler) {
  2110. return This->lpVtbl->get_Completed(This,handler);
  2111. }
  2112. static FORCEINLINE HRESULT __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults(__FIAsyncOperation_1_ForceFeedbackLoadEffectResult* This,enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult *results) {
  2113. return This->lpVtbl->GetResults(This,results);
  2114. }
  2115. #endif
  2116. #ifdef WIDL_using_Windows_Foundation
  2117. #define IID_IAsyncOperation_ForceFeedbackLoadEffectResult IID___FIAsyncOperation_1_ForceFeedbackLoadEffectResult
  2118. #define IAsyncOperation_ForceFeedbackLoadEffectResultVtbl __FIAsyncOperation_1_ForceFeedbackLoadEffectResultVtbl
  2119. #define IAsyncOperation_ForceFeedbackLoadEffectResult __FIAsyncOperation_1_ForceFeedbackLoadEffectResult
  2120. #define IAsyncOperation_ForceFeedbackLoadEffectResult_QueryInterface __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_QueryInterface
  2121. #define IAsyncOperation_ForceFeedbackLoadEffectResult_AddRef __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_AddRef
  2122. #define IAsyncOperation_ForceFeedbackLoadEffectResult_Release __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_Release
  2123. #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetIids __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetIids
  2124. #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetRuntimeClassName __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetRuntimeClassName
  2125. #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetTrustLevel __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetTrustLevel
  2126. #define IAsyncOperation_ForceFeedbackLoadEffectResult_put_Completed __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_put_Completed
  2127. #define IAsyncOperation_ForceFeedbackLoadEffectResult_get_Completed __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_get_Completed
  2128. #define IAsyncOperation_ForceFeedbackLoadEffectResult_GetResults __FIAsyncOperation_1_ForceFeedbackLoadEffectResult_GetResults
  2129. #endif /* WIDL_using_Windows_Foundation */
  2130. #endif
  2131. #endif
  2132. #endif /* ____FIAsyncOperation_1_ForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ */
  2133. /*****************************************************************************
  2134. * IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface
  2135. */
  2136. #ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
  2137. #define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
  2138. DEFINE_GUID(IID___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x64cf69e0, 0x5464, 0x5b72, 0xbd,0x4b, 0x82,0xf7,0xc3,0xd0,0x38,0x6d);
  2139. #if defined(__cplusplus) && !defined(CINTERFACE)
  2140. } /* extern "C" */
  2141. namespace ABI {
  2142. namespace Windows {
  2143. namespace Foundation {
  2144. namespace Collections {
  2145. template<>
  2146. MIDL_INTERFACE("64cf69e0-5464-5b72-bd4b-82f7c3d0386d")
  2147. 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* > >
  2148. {
  2149. };
  2150. }
  2151. }
  2152. }
  2153. }
  2154. extern "C" {
  2155. #ifdef __CRT_UUID_DECL
  2156. __CRT_UUID_DECL(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x64cf69e0, 0x5464, 0x5b72, 0xbd,0x4b, 0x82,0xf7,0xc3,0xd0,0x38,0x6d)
  2157. #endif
  2158. #else
  2159. typedef struct __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl {
  2160. BEGIN_INTERFACE
  2161. /*** IUnknown methods ***/
  2162. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  2163. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2164. REFIID riid,
  2165. void **ppvObject);
  2166. ULONG (STDMETHODCALLTYPE *AddRef)(
  2167. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2168. ULONG (STDMETHODCALLTYPE *Release)(
  2169. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2170. /*** IInspectable methods ***/
  2171. HRESULT (STDMETHODCALLTYPE *GetIids)(
  2172. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2173. ULONG *iidCount,
  2174. IID **iids);
  2175. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  2176. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2177. HSTRING *className);
  2178. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  2179. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2180. TrustLevel *trustLevel);
  2181. /*** IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2182. HRESULT (STDMETHODCALLTYPE *get_Current)(
  2183. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2184. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value);
  2185. HRESULT (STDMETHODCALLTYPE *get_HasCurrent)(
  2186. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2187. WINBOOL *value);
  2188. HRESULT (STDMETHODCALLTYPE *MoveNext)(
  2189. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2190. WINBOOL *value);
  2191. HRESULT (STDMETHODCALLTYPE *GetMany)(
  2192. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2193. UINT32 items_size,
  2194. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,
  2195. UINT32 *value);
  2196. END_INTERFACE
  2197. } __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;
  2198. interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor {
  2199. CONST_VTBL __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl;
  2200. };
  2201. #ifdef COBJMACROS
  2202. #ifndef WIDL_C_INLINE_WRAPPERS
  2203. /*** IUnknown methods ***/
  2204. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  2205. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This)
  2206. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This)
  2207. /*** IInspectable methods ***/
  2208. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  2209. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  2210. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  2211. /*** IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2212. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Current(This,value) (This)->lpVtbl->get_Current(This,value)
  2213. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent(This,value) (This)->lpVtbl->get_HasCurrent(This,value)
  2214. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext(This,value) (This)->lpVtbl->MoveNext(This,value)
  2215. #define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(This,items_size,items,value) (This)->lpVtbl->GetMany(This,items_size,items,value)
  2216. #else
  2217. /*** IUnknown methods ***/
  2218. static FORCEINLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,REFIID riid,void **ppvObject) {
  2219. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  2220. }
  2221. static FORCEINLINE ULONG __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2222. return This->lpVtbl->AddRef(This);
  2223. }
  2224. static FORCEINLINE ULONG __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2225. return This->lpVtbl->Release(This);
  2226. }
  2227. /*** IInspectable methods ***/
  2228. static FORCEINLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,ULONG *iidCount,IID **iids) {
  2229. return This->lpVtbl->GetIids(This,iidCount,iids);
  2230. }
  2231. static FORCEINLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,HSTRING *className) {
  2232. return This->lpVtbl->GetRuntimeClassName(This,className);
  2233. }
  2234. static FORCEINLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,TrustLevel *trustLevel) {
  2235. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  2236. }
  2237. /*** IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2238. 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) {
  2239. return This->lpVtbl->get_Current(This,value);
  2240. }
  2241. static FORCEINLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,WINBOOL *value) {
  2242. return This->lpVtbl->get_HasCurrent(This,value);
  2243. }
  2244. static FORCEINLINE HRESULT __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext(__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,WINBOOL *value) {
  2245. return This->lpVtbl->MoveNext(This,value);
  2246. }
  2247. 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) {
  2248. return This->lpVtbl->GetMany(This,items_size,items,value);
  2249. }
  2250. #endif
  2251. #ifdef WIDL_using_Windows_Foundation_Collections
  2252. #define IID_IIterator_ForceFeedbackMotor IID___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
  2253. #define IIterator_ForceFeedbackMotorVtbl __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl
  2254. #define IIterator_ForceFeedbackMotor __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
  2255. #define IIterator_ForceFeedbackMotor_QueryInterface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface
  2256. #define IIterator_ForceFeedbackMotor_AddRef __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef
  2257. #define IIterator_ForceFeedbackMotor_Release __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release
  2258. #define IIterator_ForceFeedbackMotor_GetIids __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids
  2259. #define IIterator_ForceFeedbackMotor_GetRuntimeClassName __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName
  2260. #define IIterator_ForceFeedbackMotor_GetTrustLevel __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel
  2261. #define IIterator_ForceFeedbackMotor_get_Current __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Current
  2262. #define IIterator_ForceFeedbackMotor_get_HasCurrent __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent
  2263. #define IIterator_ForceFeedbackMotor_MoveNext __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext
  2264. #define IIterator_ForceFeedbackMotor_GetMany __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany
  2265. #endif /* WIDL_using_Windows_Foundation_Collections */
  2266. #endif
  2267. #endif
  2268. #endif /* ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */
  2269. /*****************************************************************************
  2270. * IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface
  2271. */
  2272. #ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
  2273. #define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
  2274. DEFINE_GUID(IID___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xc14440d1, 0xfea0, 0x5147, 0xae,0xd8, 0x9b,0x85,0x23,0x9d,0xa8,0x82);
  2275. #if defined(__cplusplus) && !defined(CINTERFACE)
  2276. } /* extern "C" */
  2277. namespace ABI {
  2278. namespace Windows {
  2279. namespace Foundation {
  2280. namespace Collections {
  2281. template<>
  2282. MIDL_INTERFACE("c14440d1-fea0-5147-aed8-9b85239da882")
  2283. 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* > >
  2284. {
  2285. };
  2286. }
  2287. }
  2288. }
  2289. }
  2290. extern "C" {
  2291. #ifdef __CRT_UUID_DECL
  2292. __CRT_UUID_DECL(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xc14440d1, 0xfea0, 0x5147, 0xae,0xd8, 0x9b,0x85,0x23,0x9d,0xa8,0x82)
  2293. #endif
  2294. #else
  2295. typedef struct __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl {
  2296. BEGIN_INTERFACE
  2297. /*** IUnknown methods ***/
  2298. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  2299. __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2300. REFIID riid,
  2301. void **ppvObject);
  2302. ULONG (STDMETHODCALLTYPE *AddRef)(
  2303. __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2304. ULONG (STDMETHODCALLTYPE *Release)(
  2305. __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2306. /*** IInspectable methods ***/
  2307. HRESULT (STDMETHODCALLTYPE *GetIids)(
  2308. __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2309. ULONG *iidCount,
  2310. IID **iids);
  2311. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  2312. __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2313. HSTRING *className);
  2314. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  2315. __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2316. TrustLevel *trustLevel);
  2317. /*** IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2318. HRESULT (STDMETHODCALLTYPE *First)(
  2319. __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2320. __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **value);
  2321. END_INTERFACE
  2322. } __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;
  2323. interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor {
  2324. CONST_VTBL __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl;
  2325. };
  2326. #ifdef COBJMACROS
  2327. #ifndef WIDL_C_INLINE_WRAPPERS
  2328. /*** IUnknown methods ***/
  2329. #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  2330. #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This)
  2331. #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This)
  2332. /*** IInspectable methods ***/
  2333. #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  2334. #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  2335. #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  2336. /*** IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2337. #define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_First(This,value) (This)->lpVtbl->First(This,value)
  2338. #else
  2339. /*** IUnknown methods ***/
  2340. static FORCEINLINE HRESULT __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,REFIID riid,void **ppvObject) {
  2341. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  2342. }
  2343. static FORCEINLINE ULONG __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2344. return This->lpVtbl->AddRef(This);
  2345. }
  2346. static FORCEINLINE ULONG __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2347. return This->lpVtbl->Release(This);
  2348. }
  2349. /*** IInspectable methods ***/
  2350. static FORCEINLINE HRESULT __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,ULONG *iidCount,IID **iids) {
  2351. return This->lpVtbl->GetIids(This,iidCount,iids);
  2352. }
  2353. static FORCEINLINE HRESULT __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,HSTRING *className) {
  2354. return This->lpVtbl->GetRuntimeClassName(This,className);
  2355. }
  2356. static FORCEINLINE HRESULT __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,TrustLevel *trustLevel) {
  2357. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  2358. }
  2359. /*** IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2360. 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) {
  2361. return This->lpVtbl->First(This,value);
  2362. }
  2363. #endif
  2364. #ifdef WIDL_using_Windows_Foundation_Collections
  2365. #define IID_IIterable_ForceFeedbackMotor IID___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
  2366. #define IIterable_ForceFeedbackMotorVtbl __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl
  2367. #define IIterable_ForceFeedbackMotor __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
  2368. #define IIterable_ForceFeedbackMotor_QueryInterface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface
  2369. #define IIterable_ForceFeedbackMotor_AddRef __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef
  2370. #define IIterable_ForceFeedbackMotor_Release __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release
  2371. #define IIterable_ForceFeedbackMotor_GetIids __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids
  2372. #define IIterable_ForceFeedbackMotor_GetRuntimeClassName __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName
  2373. #define IIterable_ForceFeedbackMotor_GetTrustLevel __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel
  2374. #define IIterable_ForceFeedbackMotor_First __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_First
  2375. #endif /* WIDL_using_Windows_Foundation_Collections */
  2376. #endif
  2377. #endif
  2378. #endif /* ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */
  2379. /*****************************************************************************
  2380. * IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface
  2381. */
  2382. #ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
  2383. #define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
  2384. DEFINE_GUID(IID___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x5bfc5070, 0x101d, 0x5fbb, 0x8d,0x5f, 0xce,0x5c,0x23,0xbe,0xcd,0xd9);
  2385. #if defined(__cplusplus) && !defined(CINTERFACE)
  2386. } /* extern "C" */
  2387. namespace ABI {
  2388. namespace Windows {
  2389. namespace Foundation {
  2390. namespace Collections {
  2391. template<>
  2392. MIDL_INTERFACE("5bfc5070-101d-5fbb-8d5f-ce5c23becdd9")
  2393. 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* > >
  2394. {
  2395. };
  2396. }
  2397. }
  2398. }
  2399. }
  2400. extern "C" {
  2401. #ifdef __CRT_UUID_DECL
  2402. __CRT_UUID_DECL(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0x5bfc5070, 0x101d, 0x5fbb, 0x8d,0x5f, 0xce,0x5c,0x23,0xbe,0xcd,0xd9)
  2403. #endif
  2404. #else
  2405. typedef struct __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl {
  2406. BEGIN_INTERFACE
  2407. /*** IUnknown methods ***/
  2408. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  2409. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2410. REFIID riid,
  2411. void **ppvObject);
  2412. ULONG (STDMETHODCALLTYPE *AddRef)(
  2413. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2414. ULONG (STDMETHODCALLTYPE *Release)(
  2415. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2416. /*** IInspectable methods ***/
  2417. HRESULT (STDMETHODCALLTYPE *GetIids)(
  2418. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2419. ULONG *iidCount,
  2420. IID **iids);
  2421. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  2422. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2423. HSTRING *className);
  2424. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  2425. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2426. TrustLevel *trustLevel);
  2427. /*** IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2428. HRESULT (STDMETHODCALLTYPE *GetAt)(
  2429. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2430. UINT32 index,
  2431. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value);
  2432. HRESULT (STDMETHODCALLTYPE *get_Size)(
  2433. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2434. UINT32 *value);
  2435. HRESULT (STDMETHODCALLTYPE *IndexOf)(
  2436. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2437. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *element,
  2438. UINT32 *index,
  2439. BOOLEAN *value);
  2440. HRESULT (STDMETHODCALLTYPE *GetMany)(
  2441. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2442. UINT32 start_index,
  2443. UINT32 items_size,
  2444. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,
  2445. UINT32 *value);
  2446. END_INTERFACE
  2447. } __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;
  2448. interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor {
  2449. CONST_VTBL __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl;
  2450. };
  2451. #ifdef COBJMACROS
  2452. #ifndef WIDL_C_INLINE_WRAPPERS
  2453. /*** IUnknown methods ***/
  2454. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  2455. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This)
  2456. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This)
  2457. /*** IInspectable methods ***/
  2458. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  2459. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  2460. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  2461. /*** IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2462. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt(This,index,value) (This)->lpVtbl->GetAt(This,index,value)
  2463. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(This,value) (This)->lpVtbl->get_Size(This,value)
  2464. #define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf(This,element,index,value) (This)->lpVtbl->IndexOf(This,element,index,value)
  2465. #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)
  2466. #else
  2467. /*** IUnknown methods ***/
  2468. static FORCEINLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,REFIID riid,void **ppvObject) {
  2469. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  2470. }
  2471. static FORCEINLINE ULONG __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2472. return This->lpVtbl->AddRef(This);
  2473. }
  2474. static FORCEINLINE ULONG __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2475. return This->lpVtbl->Release(This);
  2476. }
  2477. /*** IInspectable methods ***/
  2478. static FORCEINLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,ULONG *iidCount,IID **iids) {
  2479. return This->lpVtbl->GetIids(This,iidCount,iids);
  2480. }
  2481. static FORCEINLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,HSTRING *className) {
  2482. return This->lpVtbl->GetRuntimeClassName(This,className);
  2483. }
  2484. static FORCEINLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,TrustLevel *trustLevel) {
  2485. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  2486. }
  2487. /*** IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2488. 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) {
  2489. return This->lpVtbl->GetAt(This,index,value);
  2490. }
  2491. static FORCEINLINE HRESULT __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 *value) {
  2492. return This->lpVtbl->get_Size(This,value);
  2493. }
  2494. 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) {
  2495. return This->lpVtbl->IndexOf(This,element,index,value);
  2496. }
  2497. 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) {
  2498. return This->lpVtbl->GetMany(This,start_index,items_size,items,value);
  2499. }
  2500. #endif
  2501. #ifdef WIDL_using_Windows_Foundation_Collections
  2502. #define IID_IVectorView_ForceFeedbackMotor IID___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
  2503. #define IVectorView_ForceFeedbackMotorVtbl __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl
  2504. #define IVectorView_ForceFeedbackMotor __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
  2505. #define IVectorView_ForceFeedbackMotor_QueryInterface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface
  2506. #define IVectorView_ForceFeedbackMotor_AddRef __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef
  2507. #define IVectorView_ForceFeedbackMotor_Release __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release
  2508. #define IVectorView_ForceFeedbackMotor_GetIids __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids
  2509. #define IVectorView_ForceFeedbackMotor_GetRuntimeClassName __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName
  2510. #define IVectorView_ForceFeedbackMotor_GetTrustLevel __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel
  2511. #define IVectorView_ForceFeedbackMotor_GetAt __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt
  2512. #define IVectorView_ForceFeedbackMotor_get_Size __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size
  2513. #define IVectorView_ForceFeedbackMotor_IndexOf __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf
  2514. #define IVectorView_ForceFeedbackMotor_GetMany __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany
  2515. #endif /* WIDL_using_Windows_Foundation_Collections */
  2516. #endif
  2517. #endif
  2518. #endif /* ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */
  2519. /*****************************************************************************
  2520. * IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > interface
  2521. */
  2522. #ifndef ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
  2523. #define ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
  2524. DEFINE_GUID(IID___FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xb695f739, 0x4ebe, 0x5fd0, 0xa1,0xff, 0x5b,0xa3,0x23,0xb1,0x63,0x55);
  2525. #if defined(__cplusplus) && !defined(CINTERFACE)
  2526. } /* extern "C" */
  2527. namespace ABI {
  2528. namespace Windows {
  2529. namespace Foundation {
  2530. namespace Collections {
  2531. template<>
  2532. MIDL_INTERFACE("b695f739-4ebe-5fd0-a1ff-5ba323b16355")
  2533. 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* > >
  2534. {
  2535. };
  2536. }
  2537. }
  2538. }
  2539. }
  2540. extern "C" {
  2541. #ifdef __CRT_UUID_DECL
  2542. __CRT_UUID_DECL(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor, 0xb695f739, 0x4ebe, 0x5fd0, 0xa1,0xff, 0x5b,0xa3,0x23,0xb1,0x63,0x55)
  2543. #endif
  2544. #else
  2545. typedef struct __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl {
  2546. BEGIN_INTERFACE
  2547. /*** IUnknown methods ***/
  2548. HRESULT (STDMETHODCALLTYPE *QueryInterface)(
  2549. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2550. REFIID riid,
  2551. void **ppvObject);
  2552. ULONG (STDMETHODCALLTYPE *AddRef)(
  2553. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2554. ULONG (STDMETHODCALLTYPE *Release)(
  2555. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2556. /*** IInspectable methods ***/
  2557. HRESULT (STDMETHODCALLTYPE *GetIids)(
  2558. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2559. ULONG *iidCount,
  2560. IID **iids);
  2561. HRESULT (STDMETHODCALLTYPE *GetRuntimeClassName)(
  2562. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2563. HSTRING *className);
  2564. HRESULT (STDMETHODCALLTYPE *GetTrustLevel)(
  2565. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2566. TrustLevel *trustLevel);
  2567. /*** IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2568. HRESULT (STDMETHODCALLTYPE *GetAt)(
  2569. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2570. UINT32 index,
  2571. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **value);
  2572. HRESULT (STDMETHODCALLTYPE *get_Size)(
  2573. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2574. UINT32 *value);
  2575. HRESULT (STDMETHODCALLTYPE *GetView)(
  2576. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2577. __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **value);
  2578. HRESULT (STDMETHODCALLTYPE *IndexOf)(
  2579. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2580. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *element,
  2581. UINT32 *index,
  2582. BOOLEAN *value);
  2583. HRESULT (STDMETHODCALLTYPE *SetAt)(
  2584. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2585. UINT32 index,
  2586. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value);
  2587. HRESULT (STDMETHODCALLTYPE *InsertAt)(
  2588. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2589. UINT32 index,
  2590. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value);
  2591. HRESULT (STDMETHODCALLTYPE *RemoveAt)(
  2592. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2593. UINT32 index);
  2594. HRESULT (STDMETHODCALLTYPE *Append)(
  2595. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2596. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *value);
  2597. HRESULT (STDMETHODCALLTYPE *RemoveAtEnd)(
  2598. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2599. HRESULT (STDMETHODCALLTYPE *Clear)(
  2600. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This);
  2601. HRESULT (STDMETHODCALLTYPE *GetMany)(
  2602. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2603. UINT32 start_index,
  2604. UINT32 items_size,
  2605. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,
  2606. UINT32 *value);
  2607. HRESULT (STDMETHODCALLTYPE *ReplaceAll)(
  2608. __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor *This,
  2609. UINT32 count,
  2610. __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items);
  2611. END_INTERFACE
  2612. } __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;
  2613. interface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor {
  2614. CONST_VTBL __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl* lpVtbl;
  2615. };
  2616. #ifdef COBJMACROS
  2617. #ifndef WIDL_C_INLINE_WRAPPERS
  2618. /*** IUnknown methods ***/
  2619. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject) (This)->lpVtbl->QueryInterface(This,riid,ppvObject)
  2620. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This) (This)->lpVtbl->AddRef(This)
  2621. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This) (This)->lpVtbl->Release(This)
  2622. /*** IInspectable methods ***/
  2623. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids) (This)->lpVtbl->GetIids(This,iidCount,iids)
  2624. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className) (This)->lpVtbl->GetRuntimeClassName(This,className)
  2625. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel) (This)->lpVtbl->GetTrustLevel(This,trustLevel)
  2626. /*** IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2627. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt(This,index,value) (This)->lpVtbl->GetAt(This,index,value)
  2628. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(This,value) (This)->lpVtbl->get_Size(This,value)
  2629. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetView(This,value) (This)->lpVtbl->GetView(This,value)
  2630. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf(This,element,index,value) (This)->lpVtbl->IndexOf(This,element,index,value)
  2631. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_SetAt(This,index,value) (This)->lpVtbl->SetAt(This,index,value)
  2632. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_InsertAt(This,index,value) (This)->lpVtbl->InsertAt(This,index,value)
  2633. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAt(This,index) (This)->lpVtbl->RemoveAt(This,index)
  2634. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Append(This,value) (This)->lpVtbl->Append(This,value)
  2635. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAtEnd(This) (This)->lpVtbl->RemoveAtEnd(This)
  2636. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Clear(This) (This)->lpVtbl->Clear(This)
  2637. #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)
  2638. #define __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_ReplaceAll(This,count,items) (This)->lpVtbl->ReplaceAll(This,count,items)
  2639. #else
  2640. /*** IUnknown methods ***/
  2641. static FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,REFIID riid,void **ppvObject) {
  2642. return This->lpVtbl->QueryInterface(This,riid,ppvObject);
  2643. }
  2644. static FORCEINLINE ULONG __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2645. return This->lpVtbl->AddRef(This);
  2646. }
  2647. static FORCEINLINE ULONG __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2648. return This->lpVtbl->Release(This);
  2649. }
  2650. /*** IInspectable methods ***/
  2651. static FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,ULONG *iidCount,IID **iids) {
  2652. return This->lpVtbl->GetIids(This,iidCount,iids);
  2653. }
  2654. static FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,HSTRING *className) {
  2655. return This->lpVtbl->GetRuntimeClassName(This,className);
  2656. }
  2657. static FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,TrustLevel *trustLevel) {
  2658. return This->lpVtbl->GetTrustLevel(This,trustLevel);
  2659. }
  2660. /*** IVector<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor* > methods ***/
  2661. 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) {
  2662. return This->lpVtbl->GetAt(This,index,value);
  2663. }
  2664. static FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 *value) {
  2665. return This->lpVtbl->get_Size(This,value);
  2666. }
  2667. 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) {
  2668. return This->lpVtbl->GetView(This,value);
  2669. }
  2670. 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) {
  2671. return This->lpVtbl->IndexOf(This,element,index,value);
  2672. }
  2673. 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) {
  2674. return This->lpVtbl->SetAt(This,index,value);
  2675. }
  2676. 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) {
  2677. return This->lpVtbl->InsertAt(This,index,value);
  2678. }
  2679. static FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAt(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This,UINT32 index) {
  2680. return This->lpVtbl->RemoveAt(This,index);
  2681. }
  2682. 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) {
  2683. return This->lpVtbl->Append(This,value);
  2684. }
  2685. static FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAtEnd(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2686. return This->lpVtbl->RemoveAtEnd(This);
  2687. }
  2688. static FORCEINLINE HRESULT __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Clear(__FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor* This) {
  2689. return This->lpVtbl->Clear(This);
  2690. }
  2691. 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) {
  2692. return This->lpVtbl->GetMany(This,start_index,items_size,items,value);
  2693. }
  2694. 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) {
  2695. return This->lpVtbl->ReplaceAll(This,count,items);
  2696. }
  2697. #endif
  2698. #ifdef WIDL_using_Windows_Foundation_Collections
  2699. #define IID_IVector_ForceFeedbackMotor IID___FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
  2700. #define IVector_ForceFeedbackMotorVtbl __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl
  2701. #define IVector_ForceFeedbackMotor __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
  2702. #define IVector_ForceFeedbackMotor_QueryInterface __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface
  2703. #define IVector_ForceFeedbackMotor_AddRef __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef
  2704. #define IVector_ForceFeedbackMotor_Release __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release
  2705. #define IVector_ForceFeedbackMotor_GetIids __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids
  2706. #define IVector_ForceFeedbackMotor_GetRuntimeClassName __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName
  2707. #define IVector_ForceFeedbackMotor_GetTrustLevel __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel
  2708. #define IVector_ForceFeedbackMotor_GetAt __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt
  2709. #define IVector_ForceFeedbackMotor_get_Size __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size
  2710. #define IVector_ForceFeedbackMotor_GetView __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetView
  2711. #define IVector_ForceFeedbackMotor_IndexOf __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf
  2712. #define IVector_ForceFeedbackMotor_SetAt __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_SetAt
  2713. #define IVector_ForceFeedbackMotor_InsertAt __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_InsertAt
  2714. #define IVector_ForceFeedbackMotor_RemoveAt __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAt
  2715. #define IVector_ForceFeedbackMotor_Append __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Append
  2716. #define IVector_ForceFeedbackMotor_RemoveAtEnd __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_RemoveAtEnd
  2717. #define IVector_ForceFeedbackMotor_Clear __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Clear
  2718. #define IVector_ForceFeedbackMotor_GetMany __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany
  2719. #define IVector_ForceFeedbackMotor_ReplaceAll __FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_ReplaceAll
  2720. #endif /* WIDL_using_Windows_Foundation_Collections */
  2721. #endif
  2722. #endif
  2723. #endif /* ____FIVector_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */
  2724. /* Begin additional prototypes for all interfaces */
  2725. /* End additional prototypes */
  2726. #ifdef __cplusplus
  2727. }
  2728. #endif
  2729. #endif /* __windows_gaming_input_forcefeedback_h__ */