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wine
wine-winehq
Commits
b1998870
Commit
b1998870
authored
Apr 20, 2022
by
Rémi Bernon
Committed by
Alexandre Julliard
Apr 20, 2022
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include: Remove nested namespaces in windows.gaming.input.forcefeedback.idl.
Signed-off-by:
Rémi Bernon
<
rbernon@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
8421f1ec
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80 deletions
+58
-80
windows.gaming.input.forcefeedback.idl
include/windows.gaming.input.forcefeedback.idl
+58
-80
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include/windows.gaming.input.forcefeedback.idl
View file @
b1998870
...
...
@@ -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
=
0
x0
,
X
=
0
x1
,
Y
=
0
x2
,
Z
=
0
x4
}
;
[
contract
(
Windows
.
Foundation.UniversalApiContract
,
3.0
),
flags
]
enum
ForceFeedbackEffectAxes
{
None
=
0
x0
,
X
=
0
x1
,
Y
=
0
x2
,
Z
=
0
x4
}
;
[
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
(
8
d3d417c
-
a5ea
-
4516
-
8026
-
2b00
f74ef6e5
)
]
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
(
8
d3d417c
-
a5ea
-
4516
-
8026
-
2b00
f74ef6e5
)
]
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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