624 lines
39 KiB
C
624 lines
39 KiB
C
// WARNING: Please don't edit this file. It was generated by Swift/WinRT v0.0.1
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#pragma once
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// Header files for imported files
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#include <inspectable.h>
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#include <EventToken.h>
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#include <windowscontracts.h>
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#include "Windows.Foundation.h"
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#include "Windows.Foundation.Numerics.h"
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/* Forward Declarations */
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#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
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#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
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typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect;
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#endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
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#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
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#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
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typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory;
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#endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
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#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
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#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
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typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect;
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#endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
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#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
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#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
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typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect;
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#endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
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#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__
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#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__
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typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor;
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#endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__
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#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
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#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
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typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect;
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#endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
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#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
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#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
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typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory;
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#endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
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#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
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#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
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typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect;
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#endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
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// Parameterized interface forward declarations (C)
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// Collection interface definitions
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typedef interface __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean;
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#if !defined(____x_ABI_C__FIAsyncOperation_1_boolean_INTERFACE_DEFINED__)
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#define ____x_ABI_C__FIAsyncOperation_1_boolean_INTERFACE_DEFINED__
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typedef interface __x_ABI_C__FIAsyncOperation_1_boolean __x_ABI_C__FIAsyncOperation_1_boolean;
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// Declare the parameterized interface IID.
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EXTERN_C const IID IID___x_ABI_C__FIAsyncOperation_1_boolean;
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typedef struct __x_ABI_C__FIAsyncOperation_1_booleanVtbl
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{
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BEGIN_INTERFACE
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HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_C__FIAsyncOperation_1_boolean* This,
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REFIID riid,
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void** ppvObject);
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ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_C__FIAsyncOperation_1_boolean* This);
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ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_C__FIAsyncOperation_1_boolean* This);
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HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_C__FIAsyncOperation_1_boolean* This,
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ULONG* iidCount,
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IID** iids);
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HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_C__FIAsyncOperation_1_boolean* This,
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HSTRING* className);
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HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_C__FIAsyncOperation_1_boolean* This,
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TrustLevel* trustLevel);
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HRESULT (STDMETHODCALLTYPE* put_Completed)(__x_ABI_C__FIAsyncOperation_1_boolean* This,
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__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* handler);
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HRESULT (STDMETHODCALLTYPE* get_Completed)(__x_ABI_C__FIAsyncOperation_1_boolean* This,
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__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean** result);
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HRESULT (STDMETHODCALLTYPE* GetResults)(__x_ABI_C__FIAsyncOperation_1_boolean* This,
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boolean* result);
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END_INTERFACE
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} __x_ABI_C__FIAsyncOperation_1_booleanVtbl;
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interface __x_ABI_C__FIAsyncOperation_1_boolean
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{
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CONST_VTBL struct __x_ABI_C__FIAsyncOperation_1_booleanVtbl* lpVtbl;
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};
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#endif // ____x_ABI_C__FIAsyncOperation_1_boolean_INTERFACE_DEFINED__
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#if !defined(____x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean_INTERFACE_DEFINED__)
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#define ____x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean_INTERFACE_DEFINED__
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typedef interface __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean;
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// Declare the parameterized interface IID.
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EXTERN_C const IID IID___x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean;
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typedef struct __x_ABI_C__FIAsyncOperationCompletedHandler_1_booleanVtbl
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{
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BEGIN_INTERFACE
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HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* This,
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REFIID riid,
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void** ppvObject);
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ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* This);
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ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* This);
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HRESULT (STDMETHODCALLTYPE* Invoke)(__x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean* This,
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__x_ABI_C__FIAsyncOperation_1_boolean* asyncInfo,
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enum __x_ABI_CWindows_CFoundation_CAsyncStatus asyncStatus);
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END_INTERFACE
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} __x_ABI_C__FIAsyncOperationCompletedHandler_1_booleanVtbl;
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interface __x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean
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{
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CONST_VTBL struct __x_ABI_C__FIAsyncOperationCompletedHandler_1_booleanVtbl* lpVtbl;
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};
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#endif // ____x_ABI_C__FIAsyncOperationCompletedHandler_1_boolean_INTERFACE_DEFINED__
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typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult;
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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;
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#if !defined(____x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__)
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#define ____x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
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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;
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// Declare the parameterized interface IID.
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EXTERN_C const IID IID___x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult;
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typedef struct __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl
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{
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BEGIN_INTERFACE
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HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This,
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REFIID riid,
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void** ppvObject);
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ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This);
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ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This);
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HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This,
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ULONG* iidCount,
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IID** iids);
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HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This,
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HSTRING* className);
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HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This,
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TrustLevel* trustLevel);
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HRESULT (STDMETHODCALLTYPE* put_Completed)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This,
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__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* handler);
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HRESULT (STDMETHODCALLTYPE* get_Completed)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This,
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__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult** result);
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HRESULT (STDMETHODCALLTYPE* GetResults)(__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This,
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enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult* result);
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END_INTERFACE
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} __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl;
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interface __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult
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{
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CONST_VTBL struct __x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl* lpVtbl;
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};
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#endif // ____x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
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#if !defined(____x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__)
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#define ____x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
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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;
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// Declare the parameterized interface IID.
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EXTERN_C const IID IID___x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult;
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typedef struct __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl
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{
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BEGIN_INTERFACE
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HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This,
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REFIID riid,
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void** ppvObject);
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ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This);
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ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This);
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HRESULT (STDMETHODCALLTYPE* Invoke)(__x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This,
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__x_ABI_C__FIAsyncOperation_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* asyncInfo,
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enum __x_ABI_CWindows_CFoundation_CAsyncStatus asyncStatus);
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END_INTERFACE
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} __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl;
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interface __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult
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{
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CONST_VTBL struct __x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl* lpVtbl;
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};
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#endif // ____x_ABI_C__FIAsyncOperationCompletedHandler_1___x_ABI_CWindows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
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typedef enum __x_ABI_CWindows_CFoundation_CAsyncStatus __x_ABI_CWindows_CFoundation_CAsyncStatus;
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#ifndef ____x_ABI_CWindows_CFoundation_CIAsyncInfo_FWD_DEFINED__
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#define ____x_ABI_CWindows_CFoundation_CIAsyncInfo_FWD_DEFINED__
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typedef interface __x_ABI_CWindows_CFoundation_CIAsyncInfo __x_ABI_CWindows_CFoundation_CIAsyncInfo;
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#endif // ____x_ABI_CWindows_CFoundation_CIAsyncInfo_FWD_DEFINED__
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typedef struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 __x_ABI_CWindows_CFoundation_CNumerics_CVector3;
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typedef struct __x_ABI_CWindows_CFoundation_CTimeSpan __x_ABI_CWindows_CFoundation_CTimeSpan;
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typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind;
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typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes;
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typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState;
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typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind;
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enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind
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{
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind_Spring = 0,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind_Damper = 1,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind_Inertia = 2,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind_Friction = 3,
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};
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enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes
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{
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes_None = 0,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes_X = 0x1,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes_Y = 0x2,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes_Z = 0x4,
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};
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enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState
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{
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState_Stopped = 0,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState_Running = 1,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState_Paused = 2,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState_Faulted = 3,
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};
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enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult
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{
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult_Succeeded = 0,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult_EffectStorageFull = 1,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult_EffectNotSupported = 2,
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};
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enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind
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{
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_SquareWave = 0,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_SineWave = 1,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_TriangleWave = 2,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_SawtoothWaveUp = 3,
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__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind_SawtoothWaveDown = 4,
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};
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#if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__)
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#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__
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typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl
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{
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BEGIN_INTERFACE
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HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This,
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REFIID riid,
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void** ppvObject);
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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__
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typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl
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{
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BEGIN_INTERFACE
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HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,
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REFIID riid,
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void** ppvObject);
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ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This);
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ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This);
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HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,
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ULONG* iidCount,
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IID** iids);
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HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,
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HSTRING* className);
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HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,
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TrustLevel* trustLevel);
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HRESULT (STDMETHODCALLTYPE* SetParameters)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,
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struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 startVector,
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struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 endVector,
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struct __x_ABI_CWindows_CFoundation_CTimeSpan duration);
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HRESULT (STDMETHODCALLTYPE* SetParametersWithEnvelope)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This,
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struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 startVector,
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struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 endVector,
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FLOAT attackGain,
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FLOAT sustainGain,
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FLOAT releaseGain,
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struct __x_ABI_CWindows_CFoundation_CTimeSpan startDelay,
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struct __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration,
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struct __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration,
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struct __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration,
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UINT32 repeatCount);
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END_INTERFACE
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} __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl;
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interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect
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{
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CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl* lpVtbl;
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};
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EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect;
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#endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__) */
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