#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 __windows2Egaming2Einput2Eforcefeedback_h__ #define __windows2Egaming2Einput2Eforcefeedback_h__ #ifndef __windows2Egaming2Einput2Eforcefeedback_p_h__ #define __windows2Egaming2Einput2Eforcefeedback_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) #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.Foundation.Numerics.h" #if defined(__cplusplus) && !defined(CINTERFACE) /* Forward Declarations */ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { interface IConditionForceEffect; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { interface IConditionForceEffectFactory; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffectFactory #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { interface IConstantForceEffect; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { interface IForceFeedbackEffect; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { interface IForceFeedbackMotor; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { interface IPeriodicForceEffect; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { interface IPeriodicForceEffectFactory; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffectFactory #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { interface IRampForceEffect; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect ABI::Windows::Gaming::Input::ForceFeedback::IRampForceEffect #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ // Parameterized interface forward declarations (C++) // Collection interface definitions #ifndef DEF___FIAsyncOperation_1_boolean_USE #define DEF___FIAsyncOperation_1_boolean_USE #if !defined(RO_NO_TEMPLATE_NAME) namespace ABI { namespace Windows { namespace Foundation { template <> struct __declspec(uuid("cdb5efb3-5788-509d-9be1-71ccb8a3362a")) IAsyncOperation : IAsyncOperation_impl> { static const wchar_t* z_get_rc_name_impl() { return L"Windows.Foundation.IAsyncOperation`1"; } }; // 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 IAsyncOperation __FIAsyncOperation_1_boolean_t; #define __FIAsyncOperation_1_boolean ABI::Windows::Foundation::__FIAsyncOperation_1_boolean_t /* Foundation */ } /* Windows */ } /* ABI */ } #endif // !defined(RO_NO_TEMPLATE_NAME) #endif /* DEF___FIAsyncOperation_1_boolean_USE */ #ifndef DEF___FIAsyncOperationCompletedHandler_1_boolean_USE #define DEF___FIAsyncOperationCompletedHandler_1_boolean_USE #if !defined(RO_NO_TEMPLATE_NAME) namespace ABI { namespace Windows { namespace Foundation { template <> struct __declspec(uuid("c1d3d1a2-ae17-5a5f-b5a2-bdcc8844889a")) IAsyncOperationCompletedHandler : IAsyncOperationCompletedHandler_impl> { static const wchar_t* z_get_rc_name_impl() { return L"Windows.Foundation.AsyncOperationCompletedHandler`1"; } }; // 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 IAsyncOperationCompletedHandler __FIAsyncOperationCompletedHandler_1_boolean_t; #define __FIAsyncOperationCompletedHandler_1_boolean ABI::Windows::Foundation::__FIAsyncOperationCompletedHandler_1_boolean_t /* Foundation */ } /* Windows */ } /* ABI */ } #endif // !defined(RO_NO_TEMPLATE_NAME) #endif /* DEF___FIAsyncOperationCompletedHandler_1_boolean_USE */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { typedef enum ForceFeedbackLoadEffectResult : int ForceFeedbackLoadEffectResult; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef DEF___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE #define DEF___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE #if !defined(RO_NO_TEMPLATE_NAME) namespace ABI { namespace Windows { namespace Foundation { template <> struct __declspec(uuid("21f834fc-e845-5ab9-bf85-9534e2397798")) IAsyncOperation : IAsyncOperation_impl { static const wchar_t* z_get_rc_name_impl() { return L"Windows.Foundation.IAsyncOperation`1"; } }; // 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 IAsyncOperation __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_t; #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult ABI::Windows::Foundation::__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_t /* Foundation */ } /* Windows */ } /* ABI */ } #endif // !defined(RO_NO_TEMPLATE_NAME) #endif /* DEF___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #ifndef DEF___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE #define DEF___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE #if !defined(RO_NO_TEMPLATE_NAME) namespace ABI { namespace Windows { namespace Foundation { template <> struct __declspec(uuid("f8220a41-f738-51e8-89ba-76bbd66158cb")) IAsyncOperationCompletedHandler : IAsyncOperationCompletedHandler_impl { static const wchar_t* z_get_rc_name_impl() { return L"Windows.Foundation.AsyncOperationCompletedHandler`1"; } }; // 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 IAsyncOperationCompletedHandler __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_t; #define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult ABI::Windows::Foundation::__FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_t /* Foundation */ } /* Windows */ } /* ABI */ } #endif // !defined(RO_NO_TEMPLATE_NAME) #endif /* DEF___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Foundation { namespace Numerics { typedef struct Vector3 Vector3; } /* Numerics */ } /* Foundation */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Foundation { typedef struct TimeSpan TimeSpan; } /* Foundation */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { typedef enum ConditionForceEffectKind : int ConditionForceEffectKind; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { typedef enum ForceFeedbackEffectAxes : unsigned int ForceFeedbackEffectAxes; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { typedef enum ForceFeedbackEffectState : int ForceFeedbackEffectState; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { typedef enum PeriodicForceEffectKind : int PeriodicForceEffectKind; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { class ConditionForceEffect; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { class PeriodicForceEffect; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ /* * * Struct Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum ConditionForceEffectKind : int { ConditionForceEffectKind_Spring = 0, ConditionForceEffectKind_Damper = 1, ConditionForceEffectKind_Inertia = 2, ConditionForceEffectKind_Friction = 3, }; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum ForceFeedbackEffectAxes : unsigned int { ForceFeedbackEffectAxes_None = 0, ForceFeedbackEffectAxes_X = 0x1, ForceFeedbackEffectAxes_Y = 0x2, ForceFeedbackEffectAxes_Z = 0x4, }; DEFINE_ENUM_FLAG_OPERATORS(ForceFeedbackEffectAxes) } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectState * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum ForceFeedbackEffectState : int { ForceFeedbackEffectState_Stopped = 0, ForceFeedbackEffectState_Running = 1, ForceFeedbackEffectState_Paused = 2, ForceFeedbackEffectState_Faulted = 3, }; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum ForceFeedbackLoadEffectResult : int { ForceFeedbackLoadEffectResult_Succeeded = 0, ForceFeedbackLoadEffectResult_EffectStorageFull = 1, ForceFeedbackLoadEffectResult_EffectNotSupported = 2, }; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { enum PeriodicForceEffectKind : int { PeriodicForceEffectKind_SquareWave = 0, PeriodicForceEffectKind_SineWave = 1, PeriodicForceEffectKind_TriangleWave = 2, PeriodicForceEffectKind_SawtoothWaveUp = 3, PeriodicForceEffectKind_SawtoothWaveDown = 4, }; } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.ConditionForceEffect * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IConditionForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IConditionForceEffect"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("32d1ea68-3695-4e69-85c0-cd1944189140") IConditionForceEffect : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE get_Kind( ABI::Windows::Gaming::Input::ForceFeedback::ConditionForceEffectKind* value ) = 0; virtual HRESULT STDMETHODCALLTYPE SetParameters( ABI::Windows::Foundation::Numerics::Vector3 direction, FLOAT positiveCoefficient, FLOAT negativeCoefficient, FLOAT maxPositiveMagnitude, FLOAT maxNegativeMagnitude, FLOAT deadZone, FLOAT bias ) = 0; }; MIDL_CONST_ID IID& IID_IConditionForceEffect = __uuidof(IConditionForceEffect); } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.ConditionForceEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IConditionForceEffectFactory[] = L"Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("91a99264-1810-4eb6-a773-bfd3b8cddbab") IConditionForceEffectFactory : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE CreateInstance( ABI::Windows::Gaming::Input::ForceFeedback::ConditionForceEffectKind effectKind, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect** value ) = 0; }; MIDL_CONST_ID IID& IID_IConditionForceEffectFactory = __uuidof(IConditionForceEffectFactory); } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IConstantForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.ConstantForceEffect * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IConstantForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IConstantForceEffect"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("9bfa0140-f3c7-415c-b068-0f068734bce0") IConstantForceEffect : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE SetParameters( ABI::Windows::Foundation::Numerics::Vector3 vector, ABI::Windows::Foundation::TimeSpan duration ) = 0; virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( ABI::Windows::Foundation::Numerics::Vector3 vector, FLOAT attackGain, FLOAT sustainGain, FLOAT releaseGain, ABI::Windows::Foundation::TimeSpan startDelay, ABI::Windows::Foundation::TimeSpan attackDuration, ABI::Windows::Foundation::TimeSpan sustainDuration, ABI::Windows::Foundation::TimeSpan releaseDuration, UINT32 repeatCount ) = 0; }; MIDL_CONST_ID IID& IID_IConstantForceEffect = __uuidof(IConstantForceEffect); } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IForceFeedbackEffect[] = L"Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("a17fba0c-2ae4-48c2-8063-eabd0777cb89") IForceFeedbackEffect : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE get_Gain( DOUBLE* value ) = 0; virtual HRESULT STDMETHODCALLTYPE put_Gain( DOUBLE value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_State( ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackEffectState* value ) = 0; virtual HRESULT STDMETHODCALLTYPE Start(void) = 0; virtual HRESULT STDMETHODCALLTYPE Stop(void) = 0; }; MIDL_CONST_ID IID& IID_IForceFeedbackEffect = __uuidof(IForceFeedbackEffect); } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor[] = L"Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("8d3d417c-a5ea-4516-8026-2b00f74ef6e5") IForceFeedbackMotor : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE get_AreEffectsPaused( boolean* value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_MasterGain( DOUBLE* value ) = 0; virtual HRESULT STDMETHODCALLTYPE put_MasterGain( DOUBLE value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_IsEnabled( boolean* value ) = 0; virtual HRESULT STDMETHODCALLTYPE get_SupportedAxes( ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackEffectAxes* value ) = 0; virtual HRESULT STDMETHODCALLTYPE LoadEffectAsync( ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect* effect, __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult** asyncOperation ) = 0; virtual HRESULT STDMETHODCALLTYPE PauseAllEffects(void) = 0; virtual HRESULT STDMETHODCALLTYPE ResumeAllEffects(void) = 0; virtual HRESULT STDMETHODCALLTYPE StopAllEffects(void) = 0; virtual HRESULT STDMETHODCALLTYPE TryDisableAsync( __FIAsyncOperation_1_boolean** asyncOperation ) = 0; virtual HRESULT STDMETHODCALLTYPE TryEnableAsync( __FIAsyncOperation_1_boolean** asyncOperation ) = 0; virtual HRESULT STDMETHODCALLTYPE TryResetAsync( __FIAsyncOperation_1_boolean** asyncOperation ) = 0; virtual HRESULT STDMETHODCALLTYPE TryUnloadEffectAsync( ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect* effect, __FIAsyncOperation_1_boolean** asyncOperation ) = 0; }; MIDL_CONST_ID IID& IID_IForceFeedbackMotor = __uuidof(IForceFeedbackMotor); } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("5c5138d7-fc75-4d52-9a0a-efe4cab5fe64") IPeriodicForceEffect : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE get_Kind( ABI::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffectKind* value ) = 0; virtual HRESULT STDMETHODCALLTYPE SetParameters( ABI::Windows::Foundation::Numerics::Vector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, ABI::Windows::Foundation::TimeSpan duration ) = 0; virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( ABI::Windows::Foundation::Numerics::Vector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, FLOAT attackGain, FLOAT sustainGain, FLOAT releaseGain, ABI::Windows::Foundation::TimeSpan startDelay, ABI::Windows::Foundation::TimeSpan attackDuration, ABI::Windows::Foundation::TimeSpan sustainDuration, ABI::Windows::Foundation::TimeSpan releaseDuration, UINT32 repeatCount ) = 0; }; MIDL_CONST_ID IID& IID_IPeriodicForceEffect = __uuidof(IPeriodicForceEffect); } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffectFactory[] = L"Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("6f62eb1a-9851-477b-b318-35ecaa15070f") IPeriodicForceEffectFactory : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE CreateInstance( ABI::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffectKind effectKind, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect** value ) = 0; }; MIDL_CONST_ID IID& IID_IPeriodicForceEffectFactory = __uuidof(IPeriodicForceEffectFactory); } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IRampForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.RampForceEffect * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IRampForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IRampForceEffect"; namespace ABI { namespace Windows { namespace Gaming { namespace Input { namespace ForceFeedback { MIDL_INTERFACE("f1f81259-1ca6-4080-b56d-b43f3354d052") IRampForceEffect : public IInspectable { public: virtual HRESULT STDMETHODCALLTYPE SetParameters( ABI::Windows::Foundation::Numerics::Vector3 startVector, ABI::Windows::Foundation::Numerics::Vector3 endVector, ABI::Windows::Foundation::TimeSpan duration ) = 0; virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( ABI::Windows::Foundation::Numerics::Vector3 startVector, ABI::Windows::Foundation::Numerics::Vector3 endVector, FLOAT attackGain, FLOAT sustainGain, FLOAT releaseGain, ABI::Windows::Foundation::TimeSpan startDelay, ABI::Windows::Foundation::TimeSpan attackDuration, ABI::Windows::Foundation::TimeSpan sustainDuration, ABI::Windows::Foundation::TimeSpan releaseDuration, UINT32 repeatCount ) = 0; }; MIDL_CONST_ID IID& IID_IRampForceEffect = __uuidof(IRampForceEffect); } /* ForceFeedback */ } /* Input */ } /* Gaming */ } /* Windows */ } /* ABI */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.ConditionForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass can be activated. * Type can be activated via the Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory interface starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect ** Default Interface ** * Windows.Gaming.Input.ForceFeedback.IConditionForceEffect * * 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_ForceFeedback_ConditionForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConditionForceEffect"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.ConstantForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass can be activated. * Type can be activated via RoActivateInstance starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect ** Default Interface ** * Windows.Gaming.Input.ForceFeedback.IConstantForceEffect * * 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_ForceFeedback_ConstantForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConstantForceEffect"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor ** 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_ForceFeedback_ForceFeedbackMotor_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = L"Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass can be activated. * Type can be activated via the Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory interface starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect ** Default Interface ** * Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect * * 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_ForceFeedback_PeriodicForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.RampForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass can be activated. * Type can be activated via RoActivateInstance starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect ** Default Interface ** * Windows.Gaming.Input.ForceFeedback.IRampForceEffect * * 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_ForceFeedback_RampForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.RampForceEffect"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #else // !defined(__cplusplus) /* Forward Declarations */ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ #ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect; #endif // ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ // Parameterized interface forward declarations (C) // Collection interface definitions typedef interface __FIAsyncOperationCompletedHandler_1_boolean __FIAsyncOperationCompletedHandler_1_boolean; #if !defined(____FIAsyncOperation_1_boolean_INTERFACE_DEFINED__) #define ____FIAsyncOperation_1_boolean_INTERFACE_DEFINED__ typedef interface __FIAsyncOperation_1_boolean __FIAsyncOperation_1_boolean; // Declare the parameterized interface IID. EXTERN_C const IID IID___FIAsyncOperation_1_boolean; typedef struct __FIAsyncOperation_1_booleanVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__FIAsyncOperation_1_boolean* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__FIAsyncOperation_1_boolean* This); ULONG (STDMETHODCALLTYPE* Release)(__FIAsyncOperation_1_boolean* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__FIAsyncOperation_1_boolean* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__FIAsyncOperation_1_boolean* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__FIAsyncOperation_1_boolean* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* put_Completed)(__FIAsyncOperation_1_boolean* This, __FIAsyncOperationCompletedHandler_1_boolean* handler); HRESULT (STDMETHODCALLTYPE* get_Completed)(__FIAsyncOperation_1_boolean* This, __FIAsyncOperationCompletedHandler_1_boolean** result); HRESULT (STDMETHODCALLTYPE* GetResults)(__FIAsyncOperation_1_boolean* This, boolean* result); END_INTERFACE } __FIAsyncOperation_1_booleanVtbl; interface __FIAsyncOperation_1_boolean { CONST_VTBL struct __FIAsyncOperation_1_booleanVtbl* lpVtbl; }; #ifdef COBJMACROS #define __FIAsyncOperation_1_boolean_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __FIAsyncOperation_1_boolean_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __FIAsyncOperation_1_boolean_Release(This) \ ((This)->lpVtbl->Release(This)) #define __FIAsyncOperation_1_boolean_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __FIAsyncOperation_1_boolean_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __FIAsyncOperation_1_boolean_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __FIAsyncOperation_1_boolean_put_Completed(This, handler) \ ((This)->lpVtbl->put_Completed(This, handler)) #define __FIAsyncOperation_1_boolean_get_Completed(This, result) \ ((This)->lpVtbl->get_Completed(This, result)) #define __FIAsyncOperation_1_boolean_GetResults(This, result) \ ((This)->lpVtbl->GetResults(This, result)) #endif /* COBJMACROS */ #endif // ____FIAsyncOperation_1_boolean_INTERFACE_DEFINED__ #if !defined(____FIAsyncOperationCompletedHandler_1_boolean_INTERFACE_DEFINED__) #define ____FIAsyncOperationCompletedHandler_1_boolean_INTERFACE_DEFINED__ typedef interface __FIAsyncOperationCompletedHandler_1_boolean __FIAsyncOperationCompletedHandler_1_boolean; // Declare the parameterized interface IID. EXTERN_C const IID IID___FIAsyncOperationCompletedHandler_1_boolean; typedef struct __FIAsyncOperationCompletedHandler_1_booleanVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__FIAsyncOperationCompletedHandler_1_boolean* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__FIAsyncOperationCompletedHandler_1_boolean* This); ULONG (STDMETHODCALLTYPE* Release)(__FIAsyncOperationCompletedHandler_1_boolean* This); HRESULT (STDMETHODCALLTYPE* Invoke)(__FIAsyncOperationCompletedHandler_1_boolean* This, __FIAsyncOperation_1_boolean* asyncInfo, AsyncStatus asyncStatus); END_INTERFACE } __FIAsyncOperationCompletedHandler_1_booleanVtbl; interface __FIAsyncOperationCompletedHandler_1_boolean { CONST_VTBL struct __FIAsyncOperationCompletedHandler_1_booleanVtbl* lpVtbl; }; #ifdef COBJMACROS #define __FIAsyncOperationCompletedHandler_1_boolean_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __FIAsyncOperationCompletedHandler_1_boolean_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __FIAsyncOperationCompletedHandler_1_boolean_Release(This) \ ((This)->lpVtbl->Release(This)) #define __FIAsyncOperationCompletedHandler_1_boolean_Invoke(This, asyncInfo, asyncStatus) \ ((This)->lpVtbl->Invoke(This, asyncInfo, asyncStatus)) #endif /* COBJMACROS */ #endif // ____FIAsyncOperationCompletedHandler_1_boolean_INTERFACE_DEFINED__ typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult; typedef interface __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__) #define ____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ typedef interface __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; // Declare the parameterized interface IID. EXTERN_C const IID IID___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; typedef struct __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This); ULONG (STDMETHODCALLTYPE* Release)(__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* put_Completed)(__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* handler); HRESULT (STDMETHODCALLTYPE* get_Completed)(__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult** result); HRESULT (STDMETHODCALLTYPE* GetResults)(__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult* result); END_INTERFACE } __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl; interface __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult { CONST_VTBL struct __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl* lpVtbl; }; #ifdef COBJMACROS #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_Release(This) \ ((This)->lpVtbl->Release(This)) #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_put_Completed(This, handler) \ ((This)->lpVtbl->put_Completed(This, handler)) #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_get_Completed(This, result) \ ((This)->lpVtbl->get_Completed(This, result)) #define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_GetResults(This, result) \ ((This)->lpVtbl->GetResults(This, result)) #endif /* COBJMACROS */ #endif // ____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__) #define ____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ typedef interface __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; // Declare the parameterized interface IID. EXTERN_C const IID IID___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult; typedef struct __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This); ULONG (STDMETHODCALLTYPE* Release)(__FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This); HRESULT (STDMETHODCALLTYPE* Invoke)(__FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* This, __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult* asyncInfo, AsyncStatus asyncStatus); END_INTERFACE } __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl; interface __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult { CONST_VTBL struct __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl* lpVtbl; }; #ifdef COBJMACROS #define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_Release(This) \ ((This)->lpVtbl->Release(This)) #define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_Invoke(This, asyncInfo, asyncStatus) \ ((This)->lpVtbl->Invoke(This, asyncInfo, asyncStatus)) #endif /* COBJMACROS */ #endif // ____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 typedef struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 __x_ABI_CWindows_CFoundation_CNumerics_CVector3; typedef struct __x_ABI_CWindows_CFoundation_CTimeSpan __x_ABI_CWindows_CFoundation_CTimeSpan; typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind; typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes; typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState; typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind; /* * * Struct Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind { ConditionForceEffectKind_Spring = 0, ConditionForceEffectKind_Damper = 1, ConditionForceEffectKind_Inertia = 2, ConditionForceEffectKind_Friction = 3, }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes { ForceFeedbackEffectAxes_None = 0, ForceFeedbackEffectAxes_X = 0x1, ForceFeedbackEffectAxes_Y = 0x2, ForceFeedbackEffectAxes_Z = 0x4, }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectState * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState { ForceFeedbackEffectState_Stopped = 0, ForceFeedbackEffectState_Running = 1, ForceFeedbackEffectState_Paused = 2, ForceFeedbackEffectState_Faulted = 3, }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult { ForceFeedbackLoadEffectResult_Succeeded = 0, ForceFeedbackLoadEffectResult_EffectStorageFull = 1, ForceFeedbackLoadEffectResult_EffectNotSupported = 2, }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Struct Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind { PeriodicForceEffectKind_SquareWave = 0, PeriodicForceEffectKind_SineWave = 1, PeriodicForceEffectKind_TriangleWave = 2, PeriodicForceEffectKind_SawtoothWaveUp = 3, PeriodicForceEffectKind_SawtoothWaveDown = 4, }; #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.ConditionForceEffect * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IConditionForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IConditionForceEffect"; typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_Kind)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind* value); HRESULT (STDMETHODCALLTYPE* SetParameters)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 direction, FLOAT positiveCoefficient, FLOAT negativeCoefficient, FLOAT maxPositiveMagnitude, FLOAT maxNegativeMagnitude, FLOAT deadZone, FLOAT bias); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind(This, value) \ ((This)->lpVtbl->get_Kind(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters(This, direction, positiveCoefficient, negativeCoefficient, maxPositiveMagnitude, maxNegativeMagnitude, deadZone, bias) \ ((This)->lpVtbl->SetParameters(This, direction, positiveCoefficient, negativeCoefficient, maxPositiveMagnitude, maxNegativeMagnitude, deadZone, bias)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.ConditionForceEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IConditionForceEffectFactory[] = L"Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory"; typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* CreateInstance)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind effectKind, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect** value); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance(This, effectKind, value) \ ((This)->lpVtbl->CreateInstance(This, effectKind, value)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IConstantForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.ConstantForceEffect * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IConstantForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IConstantForceEffect"; typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* SetParameters)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); HRESULT (STDMETHODCALLTYPE* SetParametersWithEnvelope)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, FLOAT attackGain, FLOAT sustainGain, FLOAT releaseGain, struct __x_ABI_CWindows_CFoundation_CTimeSpan startDelay, struct __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration, UINT32 repeatCount); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters(This, vector, duration) \ ((This)->lpVtbl->SetParameters(This, vector, duration)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope(This, vector, attackGain, sustainGain, releaseGain, startDelay, attackDuration, sustainDuration, releaseDuration, repeatCount) \ ((This)->lpVtbl->SetParametersWithEnvelope(This, vector, attackGain, sustainGain, releaseGain, startDelay, attackDuration, sustainDuration, releaseDuration, repeatCount)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IForceFeedbackEffect[] = L"Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect"; typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_Gain)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, DOUBLE* value); HRESULT (STDMETHODCALLTYPE* put_Gain)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, DOUBLE value); HRESULT (STDMETHODCALLTYPE* get_State)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState* value); HRESULT (STDMETHODCALLTYPE* Start)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This); HRESULT (STDMETHODCALLTYPE* Stop)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* This); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain(This, value) \ ((This)->lpVtbl->get_Gain(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain(This, value) \ ((This)->lpVtbl->put_Gain(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State(This, value) \ ((This)->lpVtbl->get_State(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start(This) \ ((This)->lpVtbl->Start(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop(This) \ ((This)->lpVtbl->Stop(This)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor[] = L"Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor"; typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_AreEffectsPaused)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, boolean* value); HRESULT (STDMETHODCALLTYPE* get_MasterGain)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, DOUBLE* value); HRESULT (STDMETHODCALLTYPE* put_MasterGain)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, DOUBLE value); HRESULT (STDMETHODCALLTYPE* get_IsEnabled)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, boolean* value); HRESULT (STDMETHODCALLTYPE* get_SupportedAxes)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes* value); HRESULT (STDMETHODCALLTYPE* LoadEffectAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* effect, __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult** asyncOperation); HRESULT (STDMETHODCALLTYPE* PauseAllEffects)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); HRESULT (STDMETHODCALLTYPE* ResumeAllEffects)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); HRESULT (STDMETHODCALLTYPE* StopAllEffects)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This); HRESULT (STDMETHODCALLTYPE* TryDisableAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __FIAsyncOperation_1_boolean** asyncOperation); HRESULT (STDMETHODCALLTYPE* TryEnableAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __FIAsyncOperation_1_boolean** asyncOperation); HRESULT (STDMETHODCALLTYPE* TryResetAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __FIAsyncOperation_1_boolean** asyncOperation); HRESULT (STDMETHODCALLTYPE* TryUnloadEffectAsync)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor* This, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect* effect, __FIAsyncOperation_1_boolean** asyncOperation); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused(This, value) \ ((This)->lpVtbl->get_AreEffectsPaused(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain(This, value) \ ((This)->lpVtbl->get_MasterGain(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain(This, value) \ ((This)->lpVtbl->put_MasterGain(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled(This, value) \ ((This)->lpVtbl->get_IsEnabled(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes(This, value) \ ((This)->lpVtbl->get_SupportedAxes(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_LoadEffectAsync(This, effect, asyncOperation) \ ((This)->lpVtbl->LoadEffectAsync(This, effect, asyncOperation)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects(This) \ ((This)->lpVtbl->PauseAllEffects(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects(This) \ ((This)->lpVtbl->ResumeAllEffects(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects(This) \ ((This)->lpVtbl->StopAllEffects(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync(This, asyncOperation) \ ((This)->lpVtbl->TryDisableAsync(This, asyncOperation)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync(This, asyncOperation) \ ((This)->lpVtbl->TryEnableAsync(This, asyncOperation)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync(This, asyncOperation) \ ((This)->lpVtbl->TryResetAsync(This, asyncOperation)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync(This, effect, asyncOperation) \ ((This)->lpVtbl->TryUnloadEffectAsync(This, effect, asyncOperation)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect"; typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* get_Kind)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind* value); HRESULT (STDMETHODCALLTYPE* SetParameters)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); HRESULT (STDMETHODCALLTYPE* SetParametersWithEnvelope)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector, FLOAT frequency, FLOAT phase, FLOAT bias, FLOAT attackGain, FLOAT sustainGain, FLOAT releaseGain, struct __x_ABI_CWindows_CFoundation_CTimeSpan startDelay, struct __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration, UINT32 repeatCount); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind(This, value) \ ((This)->lpVtbl->get_Kind(This, value)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters(This, vector, frequency, phase, bias, duration) \ ((This)->lpVtbl->SetParameters(This, vector, frequency, phase, bias, duration)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope(This, vector, frequency, phase, bias, attackGain, sustainGain, releaseGain, startDelay, attackDuration, sustainDuration, releaseDuration, repeatCount) \ ((This)->lpVtbl->SetParametersWithEnvelope(This, vector, frequency, phase, bias, attackGain, sustainGain, releaseGain, startDelay, attackDuration, sustainDuration, releaseDuration, repeatCount)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffectFactory[] = L"Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory"; typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* CreateInstance)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory* This, enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind effectKind, __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect** value); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance(This, effectKind, value) \ ((This)->lpVtbl->CreateInstance(This, effectKind, value)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Interface Windows.Gaming.Input.ForceFeedback.IRampForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Interface is a part of the implementation of type Windows.Gaming.Input.ForceFeedback.RampForceEffect * * Any object which implements this interface must also implement the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect * */ #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 #if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__) #define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IRampForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IRampForceEffect"; typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl { BEGIN_INTERFACE HRESULT (STDMETHODCALLTYPE* QueryInterface)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, REFIID riid, void** ppvObject); ULONG (STDMETHODCALLTYPE* AddRef)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This); ULONG (STDMETHODCALLTYPE* Release)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This); HRESULT (STDMETHODCALLTYPE* GetIids)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, ULONG* iidCount, IID** iids); HRESULT (STDMETHODCALLTYPE* GetRuntimeClassName)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, HSTRING* className); HRESULT (STDMETHODCALLTYPE* GetTrustLevel)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, TrustLevel* trustLevel); HRESULT (STDMETHODCALLTYPE* SetParameters)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 startVector, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 endVector, struct __x_ABI_CWindows_CFoundation_CTimeSpan duration); HRESULT (STDMETHODCALLTYPE* SetParametersWithEnvelope)(__x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect* This, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 startVector, struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 endVector, FLOAT attackGain, FLOAT sustainGain, FLOAT releaseGain, struct __x_ABI_CWindows_CFoundation_CTimeSpan startDelay, struct __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration, struct __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration, UINT32 repeatCount); END_INTERFACE } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl; interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect { CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl* lpVtbl; }; #ifdef COBJMACROS #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface(This, riid, ppvObject) \ ((This)->lpVtbl->QueryInterface(This, riid, ppvObject)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef(This) \ ((This)->lpVtbl->AddRef(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release(This) \ ((This)->lpVtbl->Release(This)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids(This, iidCount, iids) \ ((This)->lpVtbl->GetIids(This, iidCount, iids)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName(This, className) \ ((This)->lpVtbl->GetRuntimeClassName(This, className)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel(This, trustLevel) \ ((This)->lpVtbl->GetTrustLevel(This, trustLevel)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters(This, startVector, endVector, duration) \ ((This)->lpVtbl->SetParameters(This, startVector, endVector, duration)) #define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope(This, startVector, endVector, attackGain, sustainGain, releaseGain, startDelay, attackDuration, sustainDuration, releaseDuration, repeatCount) \ ((This)->lpVtbl->SetParametersWithEnvelope(This, startVector, endVector, attackGain, sustainGain, releaseGain, startDelay, attackDuration, sustainDuration, releaseDuration, repeatCount)) #endif /* COBJMACROS */ EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect; #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__) */ #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.ConditionForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass can be activated. * Type can be activated via the Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory interface starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect ** Default Interface ** * Windows.Gaming.Input.ForceFeedback.IConditionForceEffect * * 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_ForceFeedback_ConditionForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConditionForceEffect"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.ConstantForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass can be activated. * Type can be activated via RoActivateInstance starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect ** Default Interface ** * Windows.Gaming.Input.ForceFeedback.IConstantForceEffect * * 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_ForceFeedback_ConstantForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConstantForceEffect"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor ** 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_ForceFeedback_ForceFeedbackMotor_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = L"Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass can be activated. * Type can be activated via the Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory interface starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect ** Default Interface ** * Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect * * 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_ForceFeedback_PeriodicForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect"; #endif #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000 /* * * Class Windows.Gaming.Input.ForceFeedback.RampForceEffect * * Introduced to Windows.Foundation.UniversalApiContract in version 3.0 * * RuntimeClass can be activated. * Type can be activated via RoActivateInstance starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract * * Class implements the following interfaces: * Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect ** Default Interface ** * Windows.Gaming.Input.ForceFeedback.IRampForceEffect * * 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_ForceFeedback_RampForceEffect_DEFINED #define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.RampForceEffect"; #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 // __windows2Egaming2Einput2Eforcefeedback_p_h__ #endif // __windows2Egaming2Einput2Eforcefeedback_h__