// WARNING: Please don't edit this file. It was generated by Swift/WinRT v0.0.1 #pragma once // Header files for imported files #include #include #include #include "Windows.Foundation.h" #include "Windows.Foundation.Numerics.h" /* Forward Declarations */ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ // Parameterized interface forward declarations (C) // Collection interface definitions typedef interface __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean; #if !defined(____x_ABI_C__FIAsyncOperation_1_boolean_INTERFACE_DEFINED__) #define ____x_ABI_C__FIAsyncOperation_1_boolean_INTERFACE_DEFINED__ typedef interface __x_ABI_C__FIAsyncOperation_1_boolean __x_ABI_C__FIAsyncOperation_1_boolean; // Declare the parameterized interface IID. EXTERN_C const IID IID___x_ABI_C__FIAsyncOperation_1_boolean; typedef struct __x_ABI_C__FIAsyncOperation_1_booleanVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_C__FIAsyncOperation_1_boolean* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_C__FIAsyncOperation_1_boolean* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_C__FIAsyncOperation_1_boolean* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_C__FIAsyncOperation_1_boolean* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_C__FIAsyncOperation_1_boolean* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_C__FIAsyncOperation_1_boolean* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* put_Completed)(__x_ABI_C__FIAsyncOperation_1_boolean* This, __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* handler); HRESULT (STDMETHODCALLTYPE* get_Completed)(__x_ABI_C__FIAsyncOperation_1_boolean* This, __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean** result); HRESULT (STDMETHODCALLTYPE* GetResults)(__x_ABI_C__FIAsyncOperation_1_boolean* This, boolean* result); END_INTERFACE } __x_ABI_C__FIAsyncOperation_1_booleanVtbl; interface __x_ABI_C__FIAsyncOperation_1_boolean { CONST_VTBL struct __x_ABI_C__FIAsyncOperation_1_booleanVtbl* lpVtbl; }; #endif // ____x_ABI_C__FIAsyncOperation_1_boolean_INTERFACE_DEFINED__ #if !defined(____x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean_INTERFACE_DEFINED__) #define ____x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean_INTERFACE_DEFINED__ typedef interface __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean; // Declare the parameterized interface IID. EXTERN_C const IID IID___x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean; typedef struct __x_ABI_C__FIAsyncOperationCompletedHandler_1_booleanVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* This); HRESULT (STDMETHODCALLTYPE* Invoke)(__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* This, __x_ABI_C__FIAsyncOperation_1_boolean* asyncInfo, enum __x_ABI_CWindows_CFoundation_CAsyncStatus asyncStatus); END_INTERFACE } __x_ABI_C__FIAsyncOperationCompletedHandler_1_booleanVtbl; interface __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean { CONST_VTBL struct __x_ABI_C__FIAsyncOperationCompletedHandler_1_booleanVtbl* lpVtbl; }; #endif // ____x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean_INTERFACE_DEFINED__ typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult; typedef interface __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; #if !defined(____x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__) #define ____x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ typedef interface __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; // Declare the parameterized interface IID. EXTERN_C const IID IID___x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; typedef struct __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* put_Completed)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* handler); HRESULT (STDMETHODCALLTYPE* get_Completed)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult** result); HRESULT (STDMETHODCALLTYPE* GetResults)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult* result); END_INTERFACE } __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl; interface __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult { CONST_VTBL struct __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl* lpVtbl; }; #endif // ____x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ #if !defined(____x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__) #define ____x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ typedef interface __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; // Declare the parameterized interface IID. EXTERN_C const IID IID___x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; typedef struct __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This); HRESULT (STDMETHODCALLTYPE* Invoke)(__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* asyncInfo, enum __x_ABI_CWindows_CFoundation_CAsyncStatus asyncStatus); END_INTERFACE } __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl; interface __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult { CONST_VTBL struct __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl* lpVtbl; }; #endif // ____x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ typedef enum __x_ABI_CWindows_CFoundation_CAsyncStatus __x_ABI_CWindows_CFoundation_CAsyncStatus; #ifndef ____x_ABI_CWindows_CFoundation_CIAsyncInfo_FWD_DEFINED__ #define ____x_ABI_CWindows_CFoundation_CIAsyncInfo_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CFoundation_CIAsyncInfo __x_ABI_CWindows_CFoundation_CIAsyncInfo; #endif // ____x_ABI_CWindows_CFoundation_CIAsyncInfo_FWD_DEFINED__ typedef struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 __x_ABI_CWindows_CFoundation_CNumerics_CVector3; typedef struct __x_ABI_CWindows_CFoundation_CTimeSpan __x_ABI_CWindows_CFoundation_CTimeSpan; typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind; typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes; typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState; typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind; enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind { __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind_Spring = 0, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind_Damper = 1, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind_Inertia = 2, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind_Friction = 3, }; enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes { __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes_None = 0, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes_X = 0x1, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes_Y = 0x2, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes_Z = 0x4, }; enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState { __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState_Stopped = 0, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState_Running = 1, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState_Paused = 2, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState_Faulted = 3, }; enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult { __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult_Succeeded = 0, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult_EffectStorageFull = 1, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult_EffectNotSupported = 2, }; enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind { __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_SquareWave = 0, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_SineWave = 1, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_TriangleWave = 2, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_SawtoothWaveUp = 3, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_SawtoothWaveDown = 4, }; #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_Kind)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind* value); HRESULT (STDMETHODCALLTYPE* SetParameters)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 direction, FLOAT positiveCoefficient, FLOAT negativeCoefficient, FLOAT maxPositiveMagnitude, FLOAT maxNegativeMagnitude, FLOAT deadZone, FLOAT bias); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl* lpVtbl; }; EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__) */ #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* CreateInstance)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind effectKind, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect** value); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl* lpVtbl; }; EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__) */ #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* SetParameters)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); HRESULT (STDMETHODCALLTYPE* SetParametersWithEnvelope)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, FLOAT attackGain, FLOAT sustainGain, FLOAT releaseGain, struct __x_ABI_CWindows_CFoundation_CTimeSpan startDelay, struct __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration, UINT32 repeatCount); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl* lpVtbl; }; EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__) */ #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_Gain)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, DOUBLE* value); HRESULT (STDMETHODCALLTYPE* put_Gain)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, DOUBLE value); HRESULT (STDMETHODCALLTYPE* get_State)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState* value); HRESULT (STDMETHODCALLTYPE* Start)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This); HRESULT (STDMETHODCALLTYPE* Stop)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl* lpVtbl; }; EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__) */ #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_AreEffectsPaused)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, boolean* value); HRESULT (STDMETHODCALLTYPE* get_MasterGain)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, DOUBLE* value); HRESULT (STDMETHODCALLTYPE* put_MasterGain)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, DOUBLE value); HRESULT (STDMETHODCALLTYPE* get_IsEnabled)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, boolean* value); HRESULT (STDMETHODCALLTYPE* get_SupportedAxes)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes* value); HRESULT (STDMETHODCALLTYPE* LoadEffectAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* effect, __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult** asyncOperation); HRESULT (STDMETHODCALLTYPE* PauseAllEffects)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); HRESULT (STDMETHODCALLTYPE* ResumeAllEffects)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); HRESULT (STDMETHODCALLTYPE* StopAllEffects)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); HRESULT (STDMETHODCALLTYPE* TryDisableAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __x_ABI_C__FIAsyncOperation_1_boolean** asyncOperation); HRESULT (STDMETHODCALLTYPE* TryEnableAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __x_ABI_C__FIAsyncOperation_1_boolean** asyncOperation); HRESULT (STDMETHODCALLTYPE* TryResetAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __x_ABI_C__FIAsyncOperation_1_boolean** asyncOperation); HRESULT (STDMETHODCALLTYPE* TryUnloadEffectAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* effect, __x_ABI_C__FIAsyncOperation_1_boolean** asyncOperation); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl* lpVtbl; }; EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__) */ #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_Kind)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind* value); HRESULT (STDMETHODCALLTYPE* SetParameters)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); HRESULT (STDMETHODCALLTYPE* SetParametersWithEnvelope)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, FLOAT attackGain, FLOAT sustainGain, FLOAT releaseGain, struct __x_ABI_CWindows_CFoundation_CTimeSpan startDelay, struct __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration, UINT32 repeatCount); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl* lpVtbl; }; EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__) */ #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* CreateInstance)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind effectKind, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect** value); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl* lpVtbl; }; EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__) */ #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* SetParameters)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 startVector, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 endVector, struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); HRESULT (STDMETHODCALLTYPE* SetParametersWithEnvelope)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 startVector, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 endVector, FLOAT attackGain, FLOAT sustainGain, FLOAT releaseGain, struct __x_ABI_CWindows_CFoundation_CTimeSpan startDelay, struct __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration, UINT32 repeatCount); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl* lpVtbl; }; EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__) */