Commit b1998870 authored by Rémi Bernon's avatar Rémi Bernon Committed by Alexandre Julliard

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

parent 8421f1ec
......@@ -26,91 +26,69 @@ import "eventtoken.idl";
import "windowscontracts.idl";
import "windows.foundation.idl";
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
interface IForceFeedbackEffect;
runtimeclass ForceFeedbackMotor;
}
}
}
}
namespace Windows.Gaming.Input.ForceFeedback {
typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
interface IForceFeedbackEffect;
runtimeclass ForceFeedbackMotor;
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
declare {
interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor*>;
}
}
}
declare {
interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
}
}
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
flags
]
enum ForceFeedbackEffectAxes
{
None = 0x0,
X = 0x1,
Y = 0x2,
Z = 0x4
};
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
flags
]
enum ForceFeedbackEffectAxes
{
None = 0x0,
X = 0x1,
Y = 0x2,
Z = 0x4
};
[contract(Windows.Foundation.UniversalApiContract, 3.0)]
enum ForceFeedbackLoadEffectResult
{
Succeeded = 0,
EffectStorageFull = 1,
EffectNotSupported = 2
};
[contract(Windows.Foundation.UniversalApiContract, 3.0)]
enum ForceFeedbackLoadEffectResult
{
Succeeded = 0,
EffectStorageFull = 1,
EffectNotSupported = 2
};
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor),
uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5)
]
interface IForceFeedbackMotor : IInspectable
{
[propget] HRESULT AreEffectsPaused([out, retval] boolean* value);
[propget] HRESULT MasterGain([out, retval] DOUBLE* value);
[propput] HRESULT MasterGain([in] DOUBLE value);
[propget] HRESULT IsEnabled([out, retval] boolean* value);
[propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes* value);
HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect* effect,
[out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>** async_op);
HRESULT PauseAllEffects();
HRESULT ResumeAllEffects();
HRESULT StopAllEffects();
HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect* effect,
[out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
}
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor),
uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5)
]
interface IForceFeedbackMotor : IInspectable
{
[propget] HRESULT AreEffectsPaused([out, retval] boolean *value);
[propget] HRESULT MasterGain([out, retval] DOUBLE *value);
[propput] HRESULT MasterGain([in] DOUBLE value);
[propget] HRESULT IsEnabled([out, retval] boolean *value);
[propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes *value);
HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
[out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult> **async_op);
HRESULT PauseAllEffects();
HRESULT ResumeAllEffects();
HRESULT StopAllEffects();
HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
[out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
}
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
marshaling_behavior(agile),
threading(both)
]
runtimeclass ForceFeedbackMotor
{
[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
}
}
}
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
marshaling_behavior(agile),
threading(both)
]
runtimeclass ForceFeedbackMotor
{
[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
}
}
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