swift-cwinrt/Sources/CWinRT/include/Windows.Gaming.Input.ForceFeedback.h
2024-02-15 17:12:35 -08:00

624 lines
39 KiB
C

// WARNING: Please don't edit this file. It was generated by Swift/WinRT v0.0.1
#pragma once
// Header files for imported files
#include <inspectable.h>
#include <EventToken.h>
#include <windowscontracts.h>
#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__) */