#pragma warning( disable: 4049 ) /* more than 64k source lines */ /* verify that the version is high enough to compile this file*/ #ifndef __REQUIRED_RPCNDR_H_VERSION__ #define __REQUIRED_RPCNDR_H_VERSION__ 500 #endif /* verify that the version is high enough to compile this file*/ #ifndef __REQUIRED_RPCSAL_H_VERSION__ #define __REQUIRED_RPCSAL_H_VERSION__ 100 #endif #include #include #ifndef __RPCNDR_H_VERSION__ #error this stub requires an updated version of #endif /* __RPCNDR_H_VERSION__ */ #ifndef COM_NO_WINDOWS_H #include #include #endif /*COM_NO_WINDOWS_H*/ #ifndef __windows2Egaming2Einput2Ecustom_h__ #define __windows2Egaming2Einput2Ecustom_h__ #ifndef __windows2Egaming2Einput2Ecustom_p_h__ #define __windows2Egaming2Einput2Ecustom_p_h__ #pragma once // // Deprecated attribute support // #pragma push_macro("DEPRECATED") #undef DEPRECATED #if !defined(DISABLE_WINRT_DEPRECATION) #if defined(__cplusplus) #if __cplusplus >= 201402 #define DEPRECATED(x) [[deprecated(x)]] #define DEPRECATEDENUMERATOR(x) [[deprecated(x)]] #elif defined(_MSC_VER) #if _MSC_VER >= 1900 #define DEPRECATED(x) [[deprecated(x)]] #define DEPRECATEDENUMERATOR(x) [[deprecated(x)]] #else #define DEPRECATED(x) __declspec(deprecated(x)) #define DEPRECATEDENUMERATOR(x) #endif // _MSC_VER >= 1900 #else // Not Standard C++ or MSVC, ignore the construct. #define DEPRECATED(x) #define DEPRECATEDENUMERATOR(x) #endif // C++ deprecation #else // C - disable deprecation #define DEPRECATED(x) #define DEPRECATEDENUMERATOR(x) #endif #else // Deprecation is disabled #define DEPRECATED(x) #define DEPRECATEDENUMERATOR(x) #endif /* DEPRECATED */ // Disable Deprecation for this header, MIDL verifies that cross-type access is acceptable #ifdef __clang__ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wdeprecated-declarations" #else #pragma warning(push) #pragma warning(disable: 4996) #endif // Ensure that the setting of the /ns_prefix command line switch is consistent for all headers. // If you get an error from the compiler indicating "warning C4005: 'CHECK_NS_PREFIX_STATE': macro redefinition", this // indicates that you have included two different headers with different settings for the /ns_prefix MIDL command line switch #if !defined(DISABLE_NS_PREFIX_CHECKS) #define CHECK_NS_PREFIX_STATE "always" #endif // !defined(DISABLE_NS_PREFIX_CHECKS) #pragma push_macro("MIDL_CONST_ID") #undef MIDL_CONST_ID #define MIDL_CONST_ID const __declspec(selectany) // API Contract Inclusion Definitions #if !defined(SPECIFIC_API_CONTRACT_DEFINITIONS) #if !defined(WINDOWS_FOUNDATION_FOUNDATIONCONTRACT_VERSION) #define WINDOWS_FOUNDATION_FOUNDATIONCONTRACT_VERSION 0x40000 #endif // defined(WINDOWS_FOUNDATION_FOUNDATIONCONTRACT_VERSION) #if !defined(WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION) #define WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION 0x130000 #endif // defined(WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION) #if !defined(WINDOWS_GAMING_INPUT_GAMINGINPUTPREVIEWCONTRACT_VERSION) #define WINDOWS_GAMING_INPUT_GAMINGINPUTPREVIEWCONTRACT_VERSION 0x20000 #endif // defined(WINDOWS_GAMING_INPUT_GAMINGINPUTPREVIEWCONTRACT_VERSION) #endif // defined(SPECIFIC_API_CONTRACT_DEFINITIONS) // Header files for imported files #include "inspectable.h" #include "AsyncInfo.h" #include "EventToken.h" #include "windowscontracts.h" #include "Windows.Foundation.h" #include "Windows.Gaming.Input.h" #include "Windows.Storage.Streams.h" #if defined(__cplusplus) && !defined(CINTERFACE) /* Forward Declarations */ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface ICustomGameControllerFactory; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IGameControllerFactoryManagerStatics; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics ABI::Windows::Gaming::Input::Custom::IGameControllerFactoryManagerStatics #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IGameControllerFactoryManagerStatics2; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 ABI::Windows::Gaming::Input::Custom::IGameControllerFactoryManagerStatics2 #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IGameControllerInputSink; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink ABI::Windows::Gaming::Input::Custom::IGameControllerInputSink #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IGameControllerProvider; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider ABI::Windows::Gaming::Input::Custom::IGameControllerProvider #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IGipFirmwareUpdateResult; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IGipGameControllerInputSink; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink ABI::Windows::Gaming::Input::Custom::IGipGameControllerInputSink #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IGipGameControllerProvider; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider ABI::Windows::Gaming::Input::Custom::IGipGameControllerProvider #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IHidGameControllerInputSink; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink ABI::Windows::Gaming::Input::Custom::IHidGameControllerInputSink #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IHidGameControllerProvider; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider ABI::Windows::Gaming::Input::Custom::IHidGameControllerProvider #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IXusbGameControllerInputSink; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink ABI::Windows::Gaming::Input::Custom::IXusbGameControllerInputSink #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { interface IXusbGameControllerProvider; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider ABI::Windows::Gaming::Input::Custom::IXusbGameControllerProvider #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__ // Parameterized interface forward declarations (C++) // Collection interface definitions namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { class GipFirmwareUpdateResult; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { typedef struct GipFirmwareUpdateProgress GipFirmwareUpdateProgress; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef DEF___FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE #define DEF___FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE #if !defined(RO_NO_TEMPLATE_NAME) namespace ABI { namespace Windows { namespace Foundation { template <> struct __declspec(uuid("61b95949-a027-51d8-9f33-37927451502b")) IAsyncOperationWithProgressCompletedHandler : IAsyncOperationWithProgressCompletedHandler_impl, struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> { static const wchar_t* z_get_rc_name_impl() { return L"Windows.Foundation.AsyncOperationWithProgressCompletedHandler`2"; } }; // Define a typedef for the parameterized interface specialization's mangled name. // This allows code which uses the mangled name for the parameterized interface to access the // correct parameterized interface specialization. typedef IAsyncOperationWithProgressCompletedHandler __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t; #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress ABI::Windows::Foundation::__FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t /* Foundation */ } /* Windows */ } /* ABI */ } #endif // !defined(RO_NO_TEMPLATE_NAME) #endif /* DEF___FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef DEF___FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE #define DEF___FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE #if !defined(RO_NO_TEMPLATE_NAME) namespace ABI { namespace Windows { namespace Foundation { template <> struct __declspec(uuid("bfaa48bd-155f-5112-bd86-e01d6f7cd405")) IAsyncOperationWithProgress : IAsyncOperationWithProgress_impl, struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> { static const wchar_t* z_get_rc_name_impl() { return L"Windows.Foundation.IAsyncOperationWithProgress`2"; } }; // Define a typedef for the parameterized interface specialization's mangled name. // This allows code which uses the mangled name for the parameterized interface to access the // correct parameterized interface specialization. typedef IAsyncOperationWithProgress __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t; #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress ABI::Windows::Foundation::__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t /* Foundation */ } /* Windows */ } /* ABI */ } #endif // !defined(RO_NO_TEMPLATE_NAME) #endif /* DEF___FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef DEF___FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE #define DEF___FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE #if !defined(RO_NO_TEMPLATE_NAME) namespace ABI { namespace Windows { namespace Foundation { template <> struct __declspec(uuid("065c16af-49dc-5c94-afe2-9385937facc9")) IAsyncOperationProgressHandler : IAsyncOperationProgressHandler_impl, struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> { static const wchar_t* z_get_rc_name_impl() { return L"Windows.Foundation.AsyncOperationProgressHandler`2"; } }; // Define a typedef for the parameterized interface specialization's mangled name. // This allows code which uses the mangled name for the parameterized interface to access the // correct parameterized interface specialization. typedef IAsyncOperationProgressHandler __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t; #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress ABI::Windows::Foundation::__FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t /* Foundation */ } /* Windows */ } /* ABI */ } #endif // !defined(RO_NO_TEMPLATE_NAME) #endif /* DEF___FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { interface IGameController; } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CIGameController ABI::Windows::Gaming::Input::IGameController #endif // ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__ #define ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Storage { namespace Streams { interface IInputStream; } /* Streams */ } /* Storage */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CStorage_CStreams_CIInputStream ABI::Windows::Storage::Streams::IInputStream #endif // ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { typedef enum GipFirmwareUpdateStatus : int GipFirmwareUpdateStatus; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { typedef enum GipMessageClass : int GipMessageClass; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { typedef enum XusbDeviceSubtype : int XusbDeviceSubtype; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { typedef enum XusbDeviceType : int XusbDeviceType; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { typedef struct GameControllerVersionInfo GameControllerVersionInfo; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ /* * * Struct Windows.Gaming.Input.Custom.GipFirmwareUpdateStatus * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { enum GipFirmwareUpdateStatus : int { GipFirmwareUpdateStatus_Completed = 0, GipFirmwareUpdateStatus_UpToDate = 1, GipFirmwareUpdateStatus_Failed = 2, }; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.GipMessageClass * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { enum GipMessageClass : int { GipMessageClass_Command = 0, GipMessageClass_LowLatency = 1, GipMessageClass_StandardLatency = 2, }; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.XusbDeviceSubtype * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { enum XusbDeviceSubtype : int { XusbDeviceSubtype_Unknown = 0, XusbDeviceSubtype_Gamepad = 1, XusbDeviceSubtype_ArcadePad = 2, XusbDeviceSubtype_ArcadeStick = 3, XusbDeviceSubtype_FlightStick = 4, XusbDeviceSubtype_Wheel = 5, XusbDeviceSubtype_Guitar = 6, XusbDeviceSubtype_GuitarAlternate = 7, XusbDeviceSubtype_GuitarBass = 8, XusbDeviceSubtype_DrumKit = 9, XusbDeviceSubtype_DancePad = 10, }; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.XusbDeviceType * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { enum XusbDeviceType : int { XusbDeviceType_Unknown = 0, XusbDeviceType_Gamepad = 1, }; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.GameControllerVersionInfo * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { struct GameControllerVersionInfo { UINT16 Major; UINT16 Minor; UINT16 Build; UINT16 Revision; }; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.GipFirmwareUpdateProgress * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { struct GipFirmwareUpdateProgress { DOUBLE PercentCompleted; UINT32 CurrentComponentId; }; } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.ICustomGameControllerFactory * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_ICustomGameControllerFactory[] = L"Windows.Gaming.Input.Custom.ICustomGameControllerFactory"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("69a0ae5e-758e-4cbe-ace6-62155fe9126f") ICustomGameControllerFactory : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE CreateGameController( ABI::Windows::Gaming::Input::Custom::IGameControllerProvider* provider, IInspectable** value ) = 0; virtual HRESULT STDMETHODCALLTYPE OnGameControllerAdded( ABI::Windows::Gaming::Input::IGameController* value ) = 0; virtual HRESULT STDMETHODCALLTYPE OnGameControllerRemoved( ABI::Windows::Gaming::Input::IGameController* value ) = 0; }; MIDL_CONST_ID IID& IID_ICustomGameControllerFactory = __uuidof(ICustomGameControllerFactory); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GameControllerFactoryManager * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerFactoryManagerStatics[] = L"Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("36cb66e3-d0a1-4986-a24c-40b137deba9e") IGameControllerFactoryManagerStatics : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE RegisterCustomFactoryForGipInterface( ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory* factory, GUID interfaceId ) = 0; virtual HRESULT STDMETHODCALLTYPE RegisterCustomFactoryForHardwareId( ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory* factory, UINT16 hardwareVendorId, UINT16 hardwareProductId ) = 0; virtual HRESULT STDMETHODCALLTYPE RegisterCustomFactoryForXusbType( ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory* factory, ABI::Windows::Gaming::Input::Custom::XusbDeviceType xusbType, ABI::Windows::Gaming::Input::Custom::XusbDeviceSubtype xusbSubtype ) = 0; }; MIDL_CONST_ID IID& IID_IGameControllerFactoryManagerStatics = __uuidof(IGameControllerFactoryManagerStatics); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2 * * Introduced to Windows.Foundation.UniversalApiContract in version 4.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GameControllerFactoryManager * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerFactoryManagerStatics2[] = L"Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("eace5644-19df-4115-b32a-2793e2aea3bb") IGameControllerFactoryManagerStatics2 : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE TryGetFactoryControllerFromGameController( ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory* factory, ABI::Windows::Gaming::Input::IGameController* gameController, ABI::Windows::Gaming::Input::IGameController** factoryController ) = 0; }; MIDL_CONST_ID IID& IID_IGameControllerFactoryManagerStatics2 = __uuidof(IGameControllerFactoryManagerStatics2); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 /* * * Interface Windows.Gaming.Input.Custom.IGameControllerInputSink * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IGameControllerInputSink"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("1ff6f922-c640-4c78-a820-9a715c558bcb") IGameControllerInputSink : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE OnInputResumed( UINT64 timestamp ) = 0; virtual HRESULT STDMETHODCALLTYPE OnInputSuspended( UINT64 timestamp ) = 0; }; MIDL_CONST_ID IID& IID_IGameControllerInputSink = __uuidof(IGameControllerInputSink); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IGameControllerProvider"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("e6d73982-2996-4559-b16c-3e57d46e58d6") IGameControllerProvider : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE get_FirmwareVersionInfo( ABI::Windows::Gaming::Input::Custom::GameControllerVersionInfo* value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_HardwareProductId( UINT16* value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_HardwareVendorId( UINT16* value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_HardwareVersionInfo( ABI::Windows::Gaming::Input::Custom::GameControllerVersionInfo* value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_IsConnected( boolean* value ) = 0; }; MIDL_CONST_ID IID& IID_IGameControllerProvider = __uuidof(IGameControllerProvider); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GipFirmwareUpdateResult * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipFirmwareUpdateResult[] = L"Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("6b794d32-8553-4292-8e03-e16651a2f8bc") IGipFirmwareUpdateResult : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE get_ExtendedErrorCode( UINT32* value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_FinalComponentId( UINT32* value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_Status( ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateStatus* value ) = 0; }; MIDL_CONST_ID IID& IID_IGipFirmwareUpdateResult = __uuidof(IGipFirmwareUpdateResult); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGipGameControllerInputSink * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerInputSink * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IGipGameControllerInputSink"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("a2108abf-09f1-43bc-a140-80f899ec36fb") IGipGameControllerInputSink : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE OnKeyReceived( UINT64 timestamp, BYTE keyCode, boolean isPressed ) = 0; virtual HRESULT STDMETHODCALLTYPE OnMessageReceived( UINT64 timestamp, ABI::Windows::Gaming::Input::Custom::GipMessageClass messageClass, BYTE messageId, BYTE sequenceId, UINT32 messageBufferLength, BYTE* messageBuffer ) = 0; }; MIDL_CONST_ID IID& IID_IGipGameControllerInputSink = __uuidof(IGipGameControllerInputSink); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGipGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GipGameControllerProvider * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerProvider * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IGipGameControllerProvider"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("dbcf1e19-1af5-45a8-bf02-a0ee50c823fc") IGipGameControllerProvider : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE SendMessage( ABI::Windows::Gaming::Input::Custom::GipMessageClass messageClass, BYTE messageId, UINT32 messageBufferLength, BYTE* messageBuffer ) = 0; virtual HRESULT STDMETHODCALLTYPE SendReceiveMessage( ABI::Windows::Gaming::Input::Custom::GipMessageClass messageClass, BYTE messageId, UINT32 requestMessageBufferLength, BYTE* requestMessageBuffer, UINT32 responseMessageBufferLength, BYTE* responseMessageBuffer ) = 0; virtual HRESULT STDMETHODCALLTYPE UpdateFirmwareAsync( ABI::Windows::Storage::Streams::IInputStream* firmwareImage, __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress** result ) = 0; }; MIDL_CONST_ID IID& IID_IGipGameControllerProvider = __uuidof(IGipGameControllerProvider); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IHidGameControllerInputSink * * Introduced to Windows.Foundation.UniversalApiContract in version 4.0 * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerInputSink * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IHidGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IHidGameControllerInputSink"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("f754c322-182d-40e4-a126-fcee4ffa1e31") IHidGameControllerInputSink : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE OnInputReportReceived( UINT64 timestamp, BYTE reportId, UINT32 reportBufferLength, BYTE* reportBuffer ) = 0; }; MIDL_CONST_ID IID& IID_IHidGameControllerInputSink = __uuidof(IHidGameControllerInputSink); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 /* * * Interface Windows.Gaming.Input.Custom.IHidGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 4.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.HidGameControllerProvider * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerProvider * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IHidGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IHidGameControllerProvider"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("95ce3af4-abf0-4b68-a081-3b7de73ff0e7") IHidGameControllerProvider : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE get_UsageId( UINT16* value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_UsagePage( UINT16* value ) = 0; virtual HRESULT STDMETHODCALLTYPE GetFeatureReport( BYTE reportId, UINT32 reportBufferLength, BYTE* reportBuffer ) = 0; virtual HRESULT STDMETHODCALLTYPE SendFeatureReport( BYTE reportId, UINT32 reportBufferLength, BYTE* reportBuffer ) = 0; virtual HRESULT STDMETHODCALLTYPE SendOutputReport( BYTE reportId, UINT32 reportBufferLength, BYTE* reportBuffer ) = 0; }; MIDL_CONST_ID IID& IID_IHidGameControllerProvider = __uuidof(IHidGameControllerProvider); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 /* * * Interface Windows.Gaming.Input.Custom.IXusbGameControllerInputSink * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerInputSink * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IXusbGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IXusbGameControllerInputSink"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("b2ac1d95-6ecb-42b3-8aab-025401ca4712") IXusbGameControllerInputSink : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE OnInputReceived( UINT64 timestamp, BYTE reportId, UINT32 inputBufferLength, BYTE* inputBuffer ) = 0; }; MIDL_CONST_ID IID& IID_IXusbGameControllerInputSink = __uuidof(IXusbGameControllerInputSink); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IXusbGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.XusbGameControllerProvider * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerProvider * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IXusbGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IXusbGameControllerProvider"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace Custom { MIDL_INTERFACE("6e2971eb-0efb-48b4-808b-837643b2f216") IXusbGameControllerProvider : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE SetVibration( DOUBLE lowFrequencyMotorSpeed, DOUBLE highFrequencyMotorSpeed ) = 0; }; MIDL_CONST_ID IID& IID_IXusbGameControllerProvider = __uuidof(IXusbGameControllerProvider); } /* Custom */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.Custom.GameControllerFactoryManager * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass contains static methods. * Static Methods exist on the Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics interface starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * Static Methods exist on the Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2 interface starting with version 4.0 of the Windows.Foundation.UniversalApiContract API contract * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GameControllerFactoryManager_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GameControllerFactoryManager_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager[] = L"Windows.Gaming.Input.Custom.GameControllerFactoryManager"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.Custom.GipFirmwareUpdateResult * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Class implements the following interfaces: * Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult ** Default Interface ** * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult[] = L"Windows.Gaming.Input.Custom.GipFirmwareUpdateResult"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.Custom.GipGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Class implements the following interfaces: * Windows.Gaming.Input.Custom.IGipGameControllerProvider ** Default Interface ** * Windows.Gaming.Input.Custom.IGameControllerProvider * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GipGameControllerProvider_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GipGameControllerProvider_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GipGameControllerProvider[] = L"Windows.Gaming.Input.Custom.GipGameControllerProvider"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.Custom.HidGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 4.0 * * Class implements the following interfaces: * Windows.Gaming.Input.Custom.IHidGameControllerProvider ** Default Interface ** * Windows.Gaming.Input.Custom.IGameControllerProvider * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_HidGameControllerProvider_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_HidGameControllerProvider_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_HidGameControllerProvider[] = L"Windows.Gaming.Input.Custom.HidGameControllerProvider"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 /* * * Class Windows.Gaming.Input.Custom.XusbGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Class implements the following interfaces: * Windows.Gaming.Input.Custom.IXusbGameControllerProvider ** Default Interface ** * Windows.Gaming.Input.Custom.IGameControllerProvider * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_XusbGameControllerProvider_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_XusbGameControllerProvider_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_XusbGameControllerProvider[] = L"Windows.Gaming.Input.Custom.XusbGameControllerProvider"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #else // !defined(__cplusplus) /* Forward Declarations */ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider; #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__ // Parameterized interface forward declarations (C) // Collection interface definitions typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateProgress __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateProgress; typedef interface __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress; typedef interface __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress; #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__) #define ____FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__ typedef interface __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress; // Declare the parameterized interface IID. EXTERN_C const IID IID___FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress; typedef struct __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This); ULONG (STDMETHODCALLTYPE* Release)(__FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This); HRESULT (STDMETHODCALLTYPE* Invoke)(__FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* asyncInfo, AsyncStatus asyncStatus); END_INTERFACE } __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl; interface __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress { CONST_VTBL struct __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl* lpVtbl; }; #ifdef COBJMACROS #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Release(This) \ ((This)->lpVtbl->Release(This)) #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Invoke(This, asyncInfo, asyncStatus) \ ((This)->lpVtbl->Invoke(This, asyncInfo, asyncStatus)) #endif /* COBJMACROS */ #endif // ____FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__) #define ____FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__ typedef interface __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress; // Declare the parameterized interface IID. EXTERN_C const IID IID___FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress; typedef struct __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This); ULONG (STDMETHODCALLTYPE* Release)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* put_Progress)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* handler); HRESULT (STDMETHODCALLTYPE* get_Progress)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress** result); HRESULT (STDMETHODCALLTYPE* put_Completed)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* handler); HRESULT (STDMETHODCALLTYPE* get_Completed)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress** result); HRESULT (STDMETHODCALLTYPE* GetResults)(__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult** result); END_INTERFACE } __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl; interface __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress { CONST_VTBL struct __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl* lpVtbl; }; #ifdef COBJMACROS #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Release(This) \ ((This)->lpVtbl->Release(This)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_put_Progress(This, handler) \ ((This)->lpVtbl->put_Progress(This, handler)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_get_Progress(This, result) \ ((This)->lpVtbl->get_Progress(This, result)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_put_Completed(This, handler) \ ((This)->lpVtbl->put_Completed(This, handler)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_get_Completed(This, result) \ ((This)->lpVtbl->get_Completed(This, result)) #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_GetResults(This, result) \ ((This)->lpVtbl->GetResults(This, result)) #endif /* COBJMACROS */ #endif // ____FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__) #define ____FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__ typedef interface __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress; // Declare the parameterized interface IID. EXTERN_C const IID IID___FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress; typedef struct __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This); ULONG (STDMETHODCALLTYPE* Release)(__FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This); HRESULT (STDMETHODCALLTYPE* Invoke)(__FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* This, __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress* asyncInfo, struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateProgress progressInfo); END_INTERFACE } __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl; interface __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress { CONST_VTBL struct __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl* lpVtbl; }; #ifdef COBJMACROS #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Release(This) \ ((This)->lpVtbl->Release(This)) #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Invoke(This, asyncInfo, progressInfo) \ ((This)->lpVtbl->Invoke(This, asyncInfo, progressInfo)) #endif /* COBJMACROS */ #endif // ____FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CIGameController __x_ABI_CWindows_CGaming_CInput_CIGameController; #endif // ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__ #define ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CStorage_CStreams_CIInputStream __x_ABI_CWindows_CStorage_CStreams_CIInputStream; #endif // ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__ typedef enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateStatus __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateStatus; typedef enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass __x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass; typedef enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceSubtype __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceSubtype; typedef enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceType __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceType; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo; /* * * Struct Windows.Gaming.Input.Custom.GipFirmwareUpdateStatus * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateStatus { GipFirmwareUpdateStatus_Completed = 0, GipFirmwareUpdateStatus_UpToDate = 1, GipFirmwareUpdateStatus_Failed = 2, }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.GipMessageClass * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass { GipMessageClass_Command = 0, GipMessageClass_LowLatency = 1, GipMessageClass_StandardLatency = 2, }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.XusbDeviceSubtype * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceSubtype { XusbDeviceSubtype_Unknown = 0, XusbDeviceSubtype_Gamepad = 1, XusbDeviceSubtype_ArcadePad = 2, XusbDeviceSubtype_ArcadeStick = 3, XusbDeviceSubtype_FlightStick = 4, XusbDeviceSubtype_Wheel = 5, XusbDeviceSubtype_Guitar = 6, XusbDeviceSubtype_GuitarAlternate = 7, XusbDeviceSubtype_GuitarBass = 8, XusbDeviceSubtype_DrumKit = 9, XusbDeviceSubtype_DancePad = 10, }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.XusbDeviceType * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceType { XusbDeviceType_Unknown = 0, XusbDeviceType_Gamepad = 1, }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.GameControllerVersionInfo * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo { UINT16 Major; UINT16 Minor; UINT16 Build; UINT16 Revision; }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.Custom.GipFirmwareUpdateProgress * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateProgress { DOUBLE PercentCompleted; UINT32 CurrentComponentId; }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.ICustomGameControllerFactory * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_ICustomGameControllerFactory[] = L"Windows.Gaming.Input.Custom.ICustomGameControllerFactory"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactoryVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* CreateGameController)(__x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* This, __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* provider, IInspectable** value); HRESULT (STDMETHODCALLTYPE* OnGameControllerAdded)(__x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* This, __x_ABI_CWindows_CGaming_CInput_CIGameController* value); HRESULT (STDMETHODCALLTYPE* OnGameControllerRemoved)(__x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* This, __x_ABI_CWindows_CGaming_CInput_CIGameController* value); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactoryVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactoryVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_CreateGameController(This, provider, value) \ ((This)->lpVtbl->CreateGameController(This, provider, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_OnGameControllerAdded(This, value) \ ((This)->lpVtbl->OnGameControllerAdded(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_OnGameControllerRemoved(This, value) \ ((This)->lpVtbl->OnGameControllerRemoved(This, value)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GameControllerFactoryManager * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerFactoryManagerStatics[] = L"Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStaticsVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* RegisterCustomFactoryForGipInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics* This, __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* factory, GUID interfaceId); HRESULT (STDMETHODCALLTYPE* RegisterCustomFactoryForHardwareId)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics* This, __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* factory, UINT16 hardwareVendorId, UINT16 hardwareProductId); HRESULT (STDMETHODCALLTYPE* RegisterCustomFactoryForXusbType)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics* This, __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* factory, enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceType xusbType, enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceSubtype xusbSubtype); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStaticsVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStaticsVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_RegisterCustomFactoryForGipInterface(This, factory, interfaceId) \ ((This)->lpVtbl->RegisterCustomFactoryForGipInterface(This, factory, interfaceId)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_RegisterCustomFactoryForHardwareId(This, factory, hardwareVendorId, hardwareProductId) \ ((This)->lpVtbl->RegisterCustomFactoryForHardwareId(This, factory, hardwareVendorId, hardwareProductId)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_RegisterCustomFactoryForXusbType(This, factory, xusbType, xusbSubtype) \ ((This)->lpVtbl->RegisterCustomFactoryForXusbType(This, factory, xusbType, xusbSubtype)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2 * * Introduced to Windows.Foundation.UniversalApiContract in version 4.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GameControllerFactoryManager * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerFactoryManagerStatics2[] = L"Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2Vtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* TryGetFactoryControllerFromGameController)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2* This, __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory* factory, __x_ABI_CWindows_CGaming_CInput_CIGameController* gameController, __x_ABI_CWindows_CGaming_CInput_CIGameController** factoryController); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2Vtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2Vtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_TryGetFactoryControllerFromGameController(This, factory, gameController, factoryController) \ ((This)->lpVtbl->TryGetFactoryControllerFromGameController(This, factory, gameController, factoryController)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 /* * * Interface Windows.Gaming.Input.Custom.IGameControllerInputSink * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IGameControllerInputSink"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSinkVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* OnInputResumed)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink* This, UINT64 timestamp); HRESULT (STDMETHODCALLTYPE* OnInputSuspended)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink* This, UINT64 timestamp); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSinkVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSinkVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_OnInputResumed(This, timestamp) \ ((This)->lpVtbl->OnInputResumed(This, timestamp)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_OnInputSuspended(This, timestamp) \ ((This)->lpVtbl->OnInputSuspended(This, timestamp)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IGameControllerProvider"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProviderVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_FirmwareVersionInfo)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This, struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo* value); HRESULT (STDMETHODCALLTYPE* get_HardwareProductId)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This, UINT16* value); HRESULT (STDMETHODCALLTYPE* get_HardwareVendorId)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This, UINT16* value); HRESULT (STDMETHODCALLTYPE* get_HardwareVersionInfo)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This, struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo* value); HRESULT (STDMETHODCALLTYPE* get_IsConnected)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider* This, boolean* value); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProviderVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProviderVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_FirmwareVersionInfo(This, value) \ ((This)->lpVtbl->get_FirmwareVersionInfo(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_HardwareProductId(This, value) \ ((This)->lpVtbl->get_HardwareProductId(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_HardwareVendorId(This, value) \ ((This)->lpVtbl->get_HardwareVendorId(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_HardwareVersionInfo(This, value) \ ((This)->lpVtbl->get_HardwareVersionInfo(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_IsConnected(This, value) \ ((This)->lpVtbl->get_IsConnected(This, value)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GipFirmwareUpdateResult * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipFirmwareUpdateResult[] = L"Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResultVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_ExtendedErrorCode)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult* This, UINT32* value); HRESULT (STDMETHODCALLTYPE* get_FinalComponentId)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult* This, UINT32* value); HRESULT (STDMETHODCALLTYPE* get_Status)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult* This, enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateStatus* value); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResultVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResultVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_get_ExtendedErrorCode(This, value) \ ((This)->lpVtbl->get_ExtendedErrorCode(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_get_FinalComponentId(This, value) \ ((This)->lpVtbl->get_FinalComponentId(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_get_Status(This, value) \ ((This)->lpVtbl->get_Status(This, value)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGipGameControllerInputSink * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerInputSink * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IGipGameControllerInputSink"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSinkVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* OnKeyReceived)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink* This, UINT64 timestamp, BYTE keyCode, boolean isPressed); HRESULT (STDMETHODCALLTYPE* OnMessageReceived)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink* This, UINT64 timestamp, enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass messageClass, BYTE messageId, BYTE sequenceId, UINT32 messageBufferLength, BYTE* messageBuffer); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSinkVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSinkVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_OnKeyReceived(This, timestamp, keyCode, isPressed) \ ((This)->lpVtbl->OnKeyReceived(This, timestamp, keyCode, isPressed)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_OnMessageReceived(This, timestamp, messageClass, messageId, sequenceId, messageBufferLength, messageBuffer) \ ((This)->lpVtbl->OnMessageReceived(This, timestamp, messageClass, messageId, sequenceId, messageBufferLength, messageBuffer)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IGipGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GipGameControllerProvider * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerProvider * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IGipGameControllerProvider"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProviderVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* SendMessage)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider* This, enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass messageClass, BYTE messageId, UINT32 messageBufferLength, BYTE* messageBuffer); HRESULT (STDMETHODCALLTYPE* SendReceiveMessage)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider* This, enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass messageClass, BYTE messageId, UINT32 requestMessageBufferLength, BYTE* requestMessageBuffer, UINT32 responseMessageBufferLength, BYTE* responseMessageBuffer); HRESULT (STDMETHODCALLTYPE* UpdateFirmwareAsync)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider* This, __x_ABI_CWindows_CStorage_CStreams_CIInputStream* firmwareImage, __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress** result); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProviderVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProviderVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_SendMessage(This, messageClass, messageId, messageBufferLength, messageBuffer) \ ((This)->lpVtbl->SendMessage(This, messageClass, messageId, messageBufferLength, messageBuffer)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_SendReceiveMessage(This, messageClass, messageId, requestMessageBufferLength, requestMessageBuffer, responseMessageBufferLength, responseMessageBuffer) \ ((This)->lpVtbl->SendReceiveMessage(This, messageClass, messageId, requestMessageBufferLength, requestMessageBuffer, responseMessageBufferLength, responseMessageBuffer)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_UpdateFirmwareAsync(This, firmwareImage, result) \ ((This)->lpVtbl->UpdateFirmwareAsync(This, firmwareImage, result)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IHidGameControllerInputSink * * Introduced to Windows.Foundation.UniversalApiContract in version 4.0 * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerInputSink * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IHidGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IHidGameControllerInputSink"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSinkVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* OnInputReportReceived)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink* This, UINT64 timestamp, BYTE reportId, UINT32 reportBufferLength, BYTE* reportBuffer); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSinkVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSinkVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_OnInputReportReceived(This, timestamp, reportId, reportBufferLength, reportBuffer) \ ((This)->lpVtbl->OnInputReportReceived(This, timestamp, reportId, reportBufferLength, reportBuffer)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 /* * * Interface Windows.Gaming.Input.Custom.IHidGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 4.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.HidGameControllerProvider * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerProvider * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IHidGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IHidGameControllerProvider"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProviderVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_UsageId)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This, UINT16* value); HRESULT (STDMETHODCALLTYPE* get_UsagePage)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This, UINT16* value); HRESULT (STDMETHODCALLTYPE* GetFeatureReport)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This, BYTE reportId, UINT32 reportBufferLength, BYTE* reportBuffer); HRESULT (STDMETHODCALLTYPE* SendFeatureReport)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This, BYTE reportId, UINT32 reportBufferLength, BYTE* reportBuffer); HRESULT (STDMETHODCALLTYPE* SendOutputReport)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider* This, BYTE reportId, UINT32 reportBufferLength, BYTE* reportBuffer); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProviderVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProviderVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_get_UsageId(This, value) \ ((This)->lpVtbl->get_UsageId(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_get_UsagePage(This, value) \ ((This)->lpVtbl->get_UsagePage(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_GetFeatureReport(This, reportId, reportBufferLength, reportBuffer) \ ((This)->lpVtbl->GetFeatureReport(This, reportId, reportBufferLength, reportBuffer)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_SendFeatureReport(This, reportId, reportBufferLength, reportBuffer) \ ((This)->lpVtbl->SendFeatureReport(This, reportId, reportBufferLength, reportBuffer)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_SendOutputReport(This, reportId, reportBufferLength, reportBuffer) \ ((This)->lpVtbl->SendOutputReport(This, reportId, reportBufferLength, reportBuffer)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 /* * * Interface Windows.Gaming.Input.Custom.IXusbGameControllerInputSink * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerInputSink * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IXusbGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IXusbGameControllerInputSink"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSinkVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* OnInputReceived)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink* This, UINT64 timestamp, BYTE reportId, UINT32 inputBufferLength, BYTE* inputBuffer); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSinkVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSinkVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_OnInputReceived(This, timestamp, reportId, inputBufferLength, inputBuffer) \ ((This)->lpVtbl->OnInputReceived(This, timestamp, reportId, inputBufferLength, inputBuffer)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.Custom.IXusbGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.XusbGameControllerProvider * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.Custom.IGameControllerProvider * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IXusbGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IXusbGameControllerProvider"; typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProviderVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* SetVibration)(__x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider* This, DOUBLE lowFrequencyMotorSpeed, DOUBLE highFrequencyMotorSpeed); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProviderVtbl; interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProviderVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_SetVibration(This, lowFrequencyMotorSpeed, highFrequencyMotorSpeed) \ ((This)->lpVtbl->SetVibration(This, lowFrequencyMotorSpeed, highFrequencyMotorSpeed)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.Custom.GameControllerFactoryManager * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass contains static methods. * Static Methods exist on the Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics interface starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * Static Methods exist on the Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2 interface starting with version 4.0 of the Windows.Foundation.UniversalApiContract API contract * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GameControllerFactoryManager_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GameControllerFactoryManager_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager[] = L"Windows.Gaming.Input.Custom.GameControllerFactoryManager"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.Custom.GipFirmwareUpdateResult * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Class implements the following interfaces: * Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult ** Default Interface ** * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult[] = L"Windows.Gaming.Input.Custom.GipFirmwareUpdateResult"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.Custom.GipGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Class implements the following interfaces: * Windows.Gaming.Input.Custom.IGipGameControllerProvider ** Default Interface ** * Windows.Gaming.Input.Custom.IGameControllerProvider * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GipGameControllerProvider_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GipGameControllerProvider_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GipGameControllerProvider[] = L"Windows.Gaming.Input.Custom.GipGameControllerProvider"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.Custom.HidGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 4.0 * * Class implements the following interfaces: * Windows.Gaming.Input.Custom.IHidGameControllerProvider ** Default Interface ** * Windows.Gaming.Input.Custom.IGameControllerProvider * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_HidGameControllerProvider_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_HidGameControllerProvider_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_HidGameControllerProvider[] = L"Windows.Gaming.Input.Custom.HidGameControllerProvider"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000 /* * * Class Windows.Gaming.Input.Custom.XusbGameControllerProvider * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Class implements the following interfaces: * Windows.Gaming.Input.Custom.IXusbGameControllerProvider ** Default Interface ** * Windows.Gaming.Input.Custom.IGameControllerProvider * * Class Threading Model: Both Single and Multi Threaded Apartment * * Class Marshaling Behavior: Agile - Class is agile * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_XusbGameControllerProvider_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_Custom_XusbGameControllerProvider_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_XusbGameControllerProvider[] = L"Windows.Gaming.Input.Custom.XusbGameControllerProvider"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #endif // defined(__cplusplus) #pragma pop_macro("MIDL_CONST_ID") // Restore the original value of the 'DEPRECATED' macro #pragma pop_macro("DEPRECATED") #ifdef __clang__ #pragma clang diagnostic pop // deprecated-declarations #else #pragma warning(pop) #endif #endif // __windows2Egaming2Einput2Ecustom_p_h__ #endif // __windows2Egaming2Einput2Ecustom_h__