Commit 916d20cb authored by Rémi Bernon's avatar Rémi Bernon Committed by Alexandre Julliard

include: Remove nested namespaces in windows.gaming.input.idl.

parent 3e16b374
...@@ -28,331 +28,315 @@ import "windows.foundation.idl"; ...@@ -28,331 +28,315 @@ import "windows.foundation.idl";
import "windows.gaming.input.forcefeedback.idl"; import "windows.gaming.input.forcefeedback.idl";
import "windows.system.idl"; import "windows.system.idl";
namespace Windows { namespace Windows.Gaming.Input {
namespace Gaming { typedef enum GamepadButtons GamepadButtons;
namespace Input { typedef enum GameControllerButtonLabel GameControllerButtonLabel;
typedef enum GamepadButtons GamepadButtons; typedef enum GameControllerSwitchKind GameControllerSwitchKind;
typedef enum GameControllerButtonLabel GameControllerButtonLabel; typedef enum GameControllerSwitchPosition GameControllerSwitchPosition;
typedef enum GameControllerSwitchKind GameControllerSwitchKind; typedef struct GamepadReading GamepadReading;
typedef enum GameControllerSwitchPosition GameControllerSwitchPosition; typedef struct GamepadVibration GamepadVibration;
typedef struct GamepadReading GamepadReading; interface IGameController;
typedef struct GamepadVibration GamepadVibration; interface IGameControllerBatteryInfo;
interface IGameController; interface IGamepad;
interface IGameControllerBatteryInfo; interface IGamepad2;
interface IGamepad; interface IGamepadStatics;
interface IGamepad2; interface IGamepadStatics2;
interface IGamepadStatics; interface IRawGameController;
interface IGamepadStatics2; interface IRawGameController2;
interface IRawGameController; runtimeclass Gamepad;
interface IRawGameController2; runtimeclass Headset;
runtimeclass Gamepad; runtimeclass RawGameController;
runtimeclass Headset;
runtimeclass RawGameController;
}
}
}
namespace Windows { declare {
namespace Gaming { interface Windows.Foundation.EventHandler<Windows.Gaming.Input.Gamepad *>;
namespace Input { interface Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController *>;
declare { interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.Gaming.Input.Headset *>;
interface Windows.Foundation.EventHandler<Windows.Gaming.Input.Gamepad*>; interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.System.UserChangedEventArgs *>;
interface Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*>; interface Windows.Foundation.Collections.IVectorView<Gamepad *>;
interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>; interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController *>;
interface Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.System.UserChangedEventArgs*>;
interface Windows.Foundation.Collections.IVectorView<Gamepad*>;
interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController*>;
}
}
} }
}
namespace Windows { [
namespace Gaming { contract(Windows.Foundation.UniversalApiContract, 1.0),
namespace Input { flags
[ ]
contract(Windows.Foundation.UniversalApiContract, 1.0), enum GamepadButtons
flags {
] None = 0x0,
enum GamepadButtons Menu = 0x1,
{ View = 0x2,
None = 0x0, A = 0x4,
Menu = 0x1, B = 0x8,
View = 0x2, X = 0x10,
A = 0x4, Y = 0x20,
B = 0x8, DPadUp = 0x40,
X = 0x10, DPadDown = 0x80,
Y = 0x20, DPadLeft = 0x100,
DPadUp = 0x40, DPadRight = 0x200,
DPadDown = 0x80, LeftShoulder = 0x400,
DPadLeft = 0x100, RightShoulder = 0x800,
DPadRight = 0x200, LeftThumbstick = 0x1000,
LeftShoulder = 0x400, RightThumbstick = 0x2000,
RightShoulder = 0x800, [contract(Windows.Foundation.UniversalApiContract, 3.0)]
LeftThumbstick = 0x1000, Paddle1 = 0x4000,
RightThumbstick = 0x2000, [contract(Windows.Foundation.UniversalApiContract, 3.0)]
[contract(Windows.Foundation.UniversalApiContract, 3.0)] Paddle2 = 0x8000,
Paddle1 = 0x4000, [contract(Windows.Foundation.UniversalApiContract, 3.0)]
[contract(Windows.Foundation.UniversalApiContract, 3.0)] Paddle3 = 0x10000,
Paddle2 = 0x8000, [contract(Windows.Foundation.UniversalApiContract, 3.0)]
[contract(Windows.Foundation.UniversalApiContract, 3.0)] Paddle4 = 0x20000
Paddle3 = 0x10000, };
[contract(Windows.Foundation.UniversalApiContract, 3.0)]
Paddle4 = 0x20000
};
[contract(Windows.Foundation.UniversalApiContract, 3.0)] [contract(Windows.Foundation.UniversalApiContract, 3.0)]
enum GameControllerButtonLabel enum GameControllerButtonLabel
{ {
None = 0, None = 0,
XboxBack = 1, XboxBack = 1,
XboxStart = 2, XboxStart = 2,
XboxMenu = 3, XboxMenu = 3,
XboxView = 4, XboxView = 4,
XboxUp = 5, XboxUp = 5,
XboxDown = 6, XboxDown = 6,
XboxLeft = 7, XboxLeft = 7,
XboxRight = 8, XboxRight = 8,
XboxA = 9, XboxA = 9,
XboxB = 10, XboxB = 10,
XboxX = 11, XboxX = 11,
XboxY = 12, XboxY = 12,
XboxLeftBumper = 13, XboxLeftBumper = 13,
XboxLeftTrigger = 14, XboxLeftTrigger = 14,
XboxLeftStickButton = 15, XboxLeftStickButton = 15,
XboxRightBumper = 16, XboxRightBumper = 16,
XboxRightTrigger = 17, XboxRightTrigger = 17,
XboxRightStickButton = 18, XboxRightStickButton = 18,
XboxPaddle1 = 19, XboxPaddle1 = 19,
XboxPaddle2 = 20, XboxPaddle2 = 20,
XboxPaddle3 = 21, XboxPaddle3 = 21,
XboxPaddle4 = 22, XboxPaddle4 = 22,
Mode = 23, Mode = 23,
Select = 24, Select = 24,
Menu = 25, Menu = 25,
View = 26, View = 26,
Back = 27, Back = 27,
Start = 28, Start = 28,
Options = 29, Options = 29,
Share = 30, Share = 30,
Up = 31, Up = 31,
Down = 32, Down = 32,
Left = 33, Left = 33,
Right = 34, Right = 34,
LetterA = 35, LetterA = 35,
LetterB = 36, LetterB = 36,
LetterC = 37, LetterC = 37,
LetterL = 38, LetterL = 38,
LetterR = 39, LetterR = 39,
LetterX = 40, LetterX = 40,
LetterY = 41, LetterY = 41,
LetterZ = 42, LetterZ = 42,
Cross = 43, Cross = 43,
Circle = 44, Circle = 44,
Square = 45, Square = 45,
Triangle = 46, Triangle = 46,
LeftBumper = 47, LeftBumper = 47,
LeftTrigger = 48, LeftTrigger = 48,
LeftStickButton = 49, LeftStickButton = 49,
Left1 = 50, Left1 = 50,
Left2 = 51, Left2 = 51,
Left3 = 52, Left3 = 52,
RightBumper = 53, RightBumper = 53,
RightTrigger = 54, RightTrigger = 54,
RightStickButton = 55, RightStickButton = 55,
Right1 = 56, Right1 = 56,
Right2 = 57, Right2 = 57,
Right3 = 58, Right3 = 58,
Paddle1 = 59, Paddle1 = 59,
Paddle2 = 60, Paddle2 = 60,
Paddle3 = 61, Paddle3 = 61,
Paddle4 = 62, Paddle4 = 62,
Plus = 63, Plus = 63,
Minus = 64, Minus = 64,
DownLeftArrow = 65, DownLeftArrow = 65,
DialLeft = 66, DialLeft = 66,
DialRight = 67, DialRight = 67,
Suspension = 68 Suspension = 68
}; };
[contract(Windows.Foundation.UniversalApiContract, 4.0)] [contract(Windows.Foundation.UniversalApiContract, 4.0)]
enum GameControllerSwitchKind enum GameControllerSwitchKind
{ {
TwoWay = 0, TwoWay = 0,
FourWay = 1, FourWay = 1,
EightWay = 2 EightWay = 2
}; };
[contract(Windows.Foundation.UniversalApiContract, 4.0)] [contract(Windows.Foundation.UniversalApiContract, 4.0)]
enum GameControllerSwitchPosition enum GameControllerSwitchPosition
{ {
Center = 0, Center = 0,
Up = 1, Up = 1,
UpRight = 2, UpRight = 2,
Right = 3, Right = 3,
DownRight = 4, DownRight = 4,
Down = 5, Down = 5,
DownLeft = 6, DownLeft = 6,
Left = 7, Left = 7,
UpLeft = 8 UpLeft = 8
}; };
[contract(Windows.Foundation.UniversalApiContract, 1.0)] [contract(Windows.Foundation.UniversalApiContract, 1.0)]
struct GamepadReading struct GamepadReading
{ {
UINT64 Timestamp; UINT64 Timestamp;
Windows.Gaming.Input.GamepadButtons Buttons; Windows.Gaming.Input.GamepadButtons Buttons;
DOUBLE LeftTrigger; DOUBLE LeftTrigger;
DOUBLE RightTrigger; DOUBLE RightTrigger;
DOUBLE LeftThumbstickX; DOUBLE LeftThumbstickX;
DOUBLE LeftThumbstickY; DOUBLE LeftThumbstickY;
DOUBLE RightThumbstickX; DOUBLE RightThumbstickX;
DOUBLE RightThumbstickY; DOUBLE RightThumbstickY;
}; };
[contract(Windows.Foundation.UniversalApiContract, 1.0)] [contract(Windows.Foundation.UniversalApiContract, 1.0)]
struct GamepadVibration struct GamepadVibration
{ {
DOUBLE LeftMotor; DOUBLE LeftMotor;
DOUBLE RightMotor; DOUBLE RightMotor;
DOUBLE LeftTrigger; DOUBLE LeftTrigger;
DOUBLE RightTrigger; DOUBLE RightTrigger;
}; };
[ [
contract(Windows.Foundation.UniversalApiContract, 1.0), contract(Windows.Foundation.UniversalApiContract, 1.0),
uuid(1baf6522-5f64-42c5-8267-b9fe2215bfbd) uuid(1baf6522-5f64-42c5-8267-b9fe2215bfbd)
] ]
interface IGameController : IInspectable interface IGameController : IInspectable
{ {
[eventadd] HRESULT HeadsetConnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>* handler, [eventadd] HRESULT HeadsetConnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.Gaming.Input.Headset *> *handler,
[out, retval] EventRegistrationToken* token); [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT HeadsetConnected([in] EventRegistrationToken token); [eventremove] HRESULT HeadsetConnected([in] EventRegistrationToken token);
[eventadd] HRESULT HeadsetDisconnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.Gaming.Input.Headset*>* handler, [eventadd] HRESULT HeadsetDisconnected([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.Gaming.Input.Headset *> *handler,
[out, retval] EventRegistrationToken* token); [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT HeadsetDisconnected([in] EventRegistrationToken token); [eventremove] HRESULT HeadsetDisconnected([in] EventRegistrationToken token);
[eventadd] HRESULT UserChanged([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController*, Windows.System.UserChangedEventArgs*>* handler, [eventadd] HRESULT UserChanged([in] Windows.Foundation.TypedEventHandler<Windows.Gaming.Input.IGameController *, Windows.System.UserChangedEventArgs *> *handler,
[out, retval] EventRegistrationToken* token); [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT UserChanged([in] EventRegistrationToken token); [eventremove] HRESULT UserChanged([in] EventRegistrationToken token);
[propget] HRESULT Headset([out, retval] Windows.Gaming.Input.Headset** value); [propget] HRESULT Headset([out, retval] Windows.Gaming.Input.Headset **value);
[propget] HRESULT IsWireless([out, retval] boolean* value); [propget] HRESULT IsWireless([out, retval] boolean *value);
[propget] HRESULT User([out, retval] Windows.System.User** value); [propget] HRESULT User([out, retval] Windows.System.User **value);
} }
[ [
contract(Windows.Foundation.UniversalApiContract, 1.0), contract(Windows.Foundation.UniversalApiContract, 1.0),
exclusiveto(Windows.Gaming.Input.Gamepad), exclusiveto(Windows.Gaming.Input.Gamepad),
uuid(bc7bb43c-0a69-3903-9e9d-a50f86a45de5) uuid(bc7bb43c-0a69-3903-9e9d-a50f86a45de5)
] ]
interface IGamepad : IInspectable interface IGamepad : IInspectable
requires Windows.Gaming.Input.IGameController requires Windows.Gaming.Input.IGameController
{ {
[propget] HRESULT Vibration([out, retval] Windows.Gaming.Input.GamepadVibration* value); [propget] HRESULT Vibration([out, retval] Windows.Gaming.Input.GamepadVibration *value);
[propput] HRESULT Vibration([in] Windows.Gaming.Input.GamepadVibration value); [propput] HRESULT Vibration([in] Windows.Gaming.Input.GamepadVibration value);
HRESULT GetCurrentReading([out, retval] Windows.Gaming.Input.GamepadReading* value); HRESULT GetCurrentReading([out, retval] Windows.Gaming.Input.GamepadReading *value);
} }
[ [
contract(Windows.Foundation.UniversalApiContract, 4.0), contract(Windows.Foundation.UniversalApiContract, 4.0),
exclusiveto(Windows.Gaming.Input.RawGameController), exclusiveto(Windows.Gaming.Input.RawGameController),
uuid(7cad6d91-a7e1-4f71-9a78-33e9c5dfea62) uuid(7cad6d91-a7e1-4f71-9a78-33e9c5dfea62)
] ]
interface IRawGameController : IInspectable interface IRawGameController : IInspectable
requires Windows.Gaming.Input.IGameController requires Windows.Gaming.Input.IGameController
{ {
[propget] HRESULT AxisCount([out, retval] INT32* value); [propget] HRESULT AxisCount([out, retval] INT32 *value);
[propget] HRESULT ButtonCount([out, retval] INT32* value); [propget] HRESULT ButtonCount([out, retval] INT32 *value);
[propget] HRESULT ForceFeedbackMotors([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor*>** value); [propget] HRESULT ForceFeedbackMotors([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *> **value);
[propget] HRESULT HardwareProductId([out, retval] UINT16* value); [propget] HRESULT HardwareProductId([out, retval] UINT16 *value);
[propget] HRESULT HardwareVendorId([out, retval] UINT16* value); [propget] HRESULT HardwareVendorId([out, retval] UINT16 *value);
[propget] HRESULT SwitchCount([out, retval] INT32* value); [propget] HRESULT SwitchCount([out, retval] INT32 *value);
HRESULT GetButtonLabel([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerButtonLabel* value); HRESULT GetButtonLabel([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerButtonLabel *value);
HRESULT GetCurrentReading([in] UINT32 buttons_size, [out, size_is(buttons_size)] boolean* buttons, HRESULT GetCurrentReading([in] UINT32 buttons_size, [out, size_is(buttons_size)] boolean *buttons,
[in] UINT32 switches_size, [out, size_is(switches_size)] Windows.Gaming.Input.GameControllerSwitchPosition* switches, [in] UINT32 switches_size, [out, size_is(switches_size)] Windows.Gaming.Input.GameControllerSwitchPosition *switches,
[in] UINT32 axes_size, [out, size_is(axes_size)] DOUBLE* axes, [in] UINT32 axes_size, [out, size_is(axes_size)] DOUBLE *axes,
[out, retval] UINT64* timestamp); [out, retval] UINT64 *timestamp);
HRESULT GetSwitchKind([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerSwitchKind* value); HRESULT GetSwitchKind([in] INT32 index, [out, retval] Windows.Gaming.Input.GameControllerSwitchKind *value);
} }
[ [
object, object,
uuid(8bbce529-d49c-39e9-9560-e47dde96b7c8) uuid(8bbce529-d49c-39e9-9560-e47dde96b7c8)
] ]
interface IGamepadStatics : IInspectable interface IGamepadStatics : IInspectable
{ {
[eventadd] HRESULT GamepadAdded([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token); [eventadd] HRESULT GamepadAdded([in] Windows.Foundation.EventHandler<Gamepad *> *value, [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT GamepadAdded([in] EventRegistrationToken token); [eventremove] HRESULT GamepadAdded([in] EventRegistrationToken token);
[eventadd] HRESULT GamepadRemoved([in] Windows.Foundation.EventHandler<Gamepad*> *value, [out, retval] EventRegistrationToken* token); [eventadd] HRESULT GamepadRemoved([in] Windows.Foundation.EventHandler<Gamepad *> *value, [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT GamepadRemoved([in] EventRegistrationToken token); [eventremove] HRESULT GamepadRemoved([in] EventRegistrationToken token);
[propget] HRESULT Gamepads([out, retval] Windows.Foundation.Collections.IVectorView<Gamepad*> **value); [propget] HRESULT Gamepads([out, retval] Windows.Foundation.Collections.IVectorView<Gamepad *> **value);
} }
[ [
contract(Windows.Foundation.UniversalApiContract, 1.0), contract(Windows.Foundation.UniversalApiContract, 1.0),
exclusiveto(Windows.Gaming.Input.Headset), exclusiveto(Windows.Gaming.Input.Headset),
uuid(3fd156ef-6925-3fa8-9181-029c5223ae3b) uuid(3fd156ef-6925-3fa8-9181-029c5223ae3b)
] ]
interface IHeadset : IInspectable interface IHeadset : IInspectable
{ {
[propget] HRESULT CaptureDeviceId([out, retval] HSTRING* value); [propget] HRESULT CaptureDeviceId([out, retval] HSTRING *value);
[propget] HRESULT RenderDeviceId([out, retval] HSTRING* value); [propget] HRESULT RenderDeviceId([out, retval] HSTRING *value);
} }
[ [
object, object,
uuid(eb8d0792-e95a-4b19-afc7-0a59f8bf759e) uuid(eb8d0792-e95a-4b19-afc7-0a59f8bf759e)
] ]
interface IRawGameControllerStatics : IInspectable interface IRawGameControllerStatics : IInspectable
{ {
[eventadd] HRESULT RawGameControllerAdded([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*> *handler, [eventadd] HRESULT RawGameControllerAdded([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController *> *handler,
[out, retval] EventRegistrationToken* token); [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT RawGameControllerAdded([in] EventRegistrationToken token); [eventremove] HRESULT RawGameControllerAdded([in] EventRegistrationToken token);
[eventadd] HRESULT RawGameControllerRemoved([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController*> *handler, [eventadd] HRESULT RawGameControllerRemoved([in] Windows.Foundation.EventHandler<Windows.Gaming.Input.RawGameController *> *handler,
[out, retval] EventRegistrationToken* token); [out, retval] EventRegistrationToken *token);
[eventremove] HRESULT RawGameControllerRemoved([in] EventRegistrationToken token); [eventremove] HRESULT RawGameControllerRemoved([in] EventRegistrationToken token);
[propget] HRESULT RawGameControllers([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController*> **value); [propget] HRESULT RawGameControllers([out, retval] Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.RawGameController *> **value);
HRESULT FromGameController([in] Windows.Gaming.Input.IGameController *game_controller, [out, retval] Windows.Gaming.Input.RawGameController **value); HRESULT FromGameController([in] Windows.Gaming.Input.IGameController *game_controller, [out, retval] Windows.Gaming.Input.RawGameController **value);
} }
[ [
contract(Windows.Foundation.UniversalApiContract, 1.0), contract(Windows.Foundation.UniversalApiContract, 1.0),
marshaling_behavior(agile), marshaling_behavior(agile),
static(Windows.Gaming.Input.IGamepadStatics, Windows.Foundation.UniversalApiContract, 1.0), static(Windows.Gaming.Input.IGamepadStatics, Windows.Foundation.UniversalApiContract, 1.0),
static(Windows.Gaming.Input.IGamepadStatics2, Windows.Foundation.UniversalApiContract, 4.0), static(Windows.Gaming.Input.IGamepadStatics2, Windows.Foundation.UniversalApiContract, 4.0),
threading(both) threading(both)
] ]
runtimeclass Gamepad runtimeclass Gamepad
{ {
[default] interface Windows.Gaming.Input.IGamepad; [default] interface Windows.Gaming.Input.IGamepad;
interface Windows.Gaming.Input.IGameController; interface Windows.Gaming.Input.IGameController;
[contract(Windows.Foundation.UniversalApiContract, 3.0)] interface Windows.Gaming.Input.IGamepad2; [contract(Windows.Foundation.UniversalApiContract, 3.0)] interface Windows.Gaming.Input.IGamepad2;
[contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo; [contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo;
} }
[ [
contract(Windows.Foundation.UniversalApiContract, 1.0), contract(Windows.Foundation.UniversalApiContract, 1.0),
marshaling_behavior(agile), marshaling_behavior(agile),
threading(both) threading(both)
] ]
runtimeclass Headset runtimeclass Headset
{ {
[default] interface Windows.Gaming.Input.IHeadset; [default] interface Windows.Gaming.Input.IHeadset;
[contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo; [contract(Windows.Foundation.UniversalApiContract, 4.0)] interface Windows.Gaming.Input.IGameControllerBatteryInfo;
} }
[ [
contract(Windows.Foundation.UniversalApiContract, 4.0), contract(Windows.Foundation.UniversalApiContract, 4.0),
marshaling_behavior(agile), marshaling_behavior(agile),
static(Windows.Gaming.Input.IRawGameControllerStatics, Windows.Foundation.UniversalApiContract, 4.0), static(Windows.Gaming.Input.IRawGameControllerStatics, Windows.Foundation.UniversalApiContract, 4.0),
threading(both) threading(both)
] ]
runtimeclass RawGameController runtimeclass RawGameController
{ {
[default] interface Windows.Gaming.Input.IRawGameController; [default] interface Windows.Gaming.Input.IRawGameController;
interface Windows.Gaming.Input.IGameController; interface Windows.Gaming.Input.IGameController;
interface Windows.Gaming.Input.IGameControllerBatteryInfo; interface Windows.Gaming.Input.IGameControllerBatteryInfo;
[contract(Windows.Foundation.UniversalApiContract, 5.0)] interface Windows.Gaming.Input.IRawGameController2; [contract(Windows.Foundation.UniversalApiContract, 5.0)] interface Windows.Gaming.Input.IRawGameController2;
}
}
} }
} }
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