// WARNING: Please don't edit this file. It was generated by C++/WinRT v2.0.240405.15 #pragma once #ifndef WINRT_Windows_Gaming_Input_ForceFeedback_H #define WINRT_Windows_Gaming_Input_ForceFeedback_H #include "winrt/base.h" static_assert(winrt::check_version(CPPWINRT_VERSION, "2.0.240405.15"), "Mismatched C++/WinRT headers."); #define CPPWINRT_VERSION "2.0.240405.15" #include "winrt/Windows.Gaming.Input.h" #include "winrt/impl/Windows.Foundation.2.h" #include "winrt/impl/Windows.Foundation.Numerics.2.h" #include "winrt/impl/Windows.Gaming.Input.ForceFeedback.2.h" namespace winrt::impl { template auto consume_Windows_Gaming_Input_ForceFeedback_IConditionForceEffect::Kind() const { winrt::Windows::Gaming::Input::ForceFeedback::ConditionForceEffectKind value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect)->get_Kind(reinterpret_cast(&value))); return value; } template auto consume_Windows_Gaming_Input_ForceFeedback_IConditionForceEffect::SetParameters(winrt::Windows::Foundation::Numerics::float3 const& direction, float positiveCoefficient, float negativeCoefficient, float maxPositiveMagnitude, float maxNegativeMagnitude, float deadZone, float bias) const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect)->SetParameters(impl::bind_in(direction), positiveCoefficient, negativeCoefficient, maxPositiveMagnitude, maxNegativeMagnitude, deadZone, bias)); } template auto consume_Windows_Gaming_Input_ForceFeedback_IConditionForceEffectFactory::CreateInstance(winrt::Windows::Gaming::Input::ForceFeedback::ConditionForceEffectKind const& effectKind) const { void* value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IConditionForceEffectFactory)->CreateInstance(static_cast(effectKind), &value)); return winrt::Windows::Gaming::Input::ForceFeedback::ConditionForceEffect{ value, take_ownership_from_abi }; } template auto consume_Windows_Gaming_Input_ForceFeedback_IConstantForceEffect::SetParameters(winrt::Windows::Foundation::Numerics::float3 const& vector, winrt::Windows::Foundation::TimeSpan const& duration) const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect)->SetParameters(impl::bind_in(vector), impl::bind_in(duration))); } template auto consume_Windows_Gaming_Input_ForceFeedback_IConstantForceEffect::SetParametersWithEnvelope(winrt::Windows::Foundation::Numerics::float3 const& vector, float attackGain, float sustainGain, float releaseGain, winrt::Windows::Foundation::TimeSpan const& startDelay, winrt::Windows::Foundation::TimeSpan const& attackDuration, winrt::Windows::Foundation::TimeSpan const& sustainDuration, winrt::Windows::Foundation::TimeSpan const& releaseDuration, uint32_t repeatCount) const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect)->SetParametersWithEnvelope(impl::bind_in(vector), attackGain, sustainGain, releaseGain, impl::bind_in(startDelay), impl::bind_in(attackDuration), impl::bind_in(sustainDuration), impl::bind_in(releaseDuration), repeatCount)); } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackEffect::Gain() const { double value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect)->get_Gain(&value)); return value; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackEffect::Gain(double value) const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect)->put_Gain(value)); } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackEffect::State() const { winrt::Windows::Gaming::Input::ForceFeedback::ForceFeedbackEffectState value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect)->get_State(reinterpret_cast(&value))); return value; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackEffect::Start() const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect)->Start()); } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackEffect::Stop() const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect)->Stop()); } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::AreEffectsPaused() const { bool value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->get_AreEffectsPaused(&value)); return value; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::MasterGain() const { double value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->get_MasterGain(&value)); return value; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::MasterGain(double value) const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->put_MasterGain(value)); } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::IsEnabled() const { bool value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->get_IsEnabled(&value)); return value; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::SupportedAxes() const { winrt::Windows::Gaming::Input::ForceFeedback::ForceFeedbackEffectAxes value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->get_SupportedAxes(reinterpret_cast(&value))); return value; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::LoadEffectAsync(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect const& effect) const { void* asyncOperation{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->LoadEffectAsync(*(void**)(&effect), &asyncOperation)); return winrt::Windows::Foundation::IAsyncOperation{ asyncOperation, take_ownership_from_abi }; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::PauseAllEffects() const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->PauseAllEffects()); } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::ResumeAllEffects() const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->ResumeAllEffects()); } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::StopAllEffects() const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->StopAllEffects()); } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::TryDisableAsync() const { void* asyncOperation{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->TryDisableAsync(&asyncOperation)); return winrt::Windows::Foundation::IAsyncOperation{ asyncOperation, take_ownership_from_abi }; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::TryEnableAsync() const { void* asyncOperation{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->TryEnableAsync(&asyncOperation)); return winrt::Windows::Foundation::IAsyncOperation{ asyncOperation, take_ownership_from_abi }; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::TryResetAsync() const { void* asyncOperation{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->TryResetAsync(&asyncOperation)); return winrt::Windows::Foundation::IAsyncOperation{ asyncOperation, take_ownership_from_abi }; } template auto consume_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor::TryUnloadEffectAsync(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect const& effect) const { void* asyncOperation{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor)->TryUnloadEffectAsync(*(void**)(&effect), &asyncOperation)); return winrt::Windows::Foundation::IAsyncOperation{ asyncOperation, take_ownership_from_abi }; } template auto consume_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffect::Kind() const { winrt::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffectKind value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect)->get_Kind(reinterpret_cast(&value))); return value; } template auto consume_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffect::SetParameters(winrt::Windows::Foundation::Numerics::float3 const& vector, float frequency, float phase, float bias, winrt::Windows::Foundation::TimeSpan const& duration) const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect)->SetParameters(impl::bind_in(vector), frequency, phase, bias, impl::bind_in(duration))); } template auto consume_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffect::SetParametersWithEnvelope(winrt::Windows::Foundation::Numerics::float3 const& vector, float frequency, float phase, float bias, float attackGain, float sustainGain, float releaseGain, winrt::Windows::Foundation::TimeSpan const& startDelay, winrt::Windows::Foundation::TimeSpan const& attackDuration, winrt::Windows::Foundation::TimeSpan const& sustainDuration, winrt::Windows::Foundation::TimeSpan const& releaseDuration, uint32_t repeatCount) const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect)->SetParametersWithEnvelope(impl::bind_in(vector), frequency, phase, bias, attackGain, sustainGain, releaseGain, impl::bind_in(startDelay), impl::bind_in(attackDuration), impl::bind_in(sustainDuration), impl::bind_in(releaseDuration), repeatCount)); } template auto consume_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffectFactory::CreateInstance(winrt::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffectKind const& effectKind) const { void* value{}; check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffectFactory)->CreateInstance(static_cast(effectKind), &value)); return winrt::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffect{ value, take_ownership_from_abi }; } template auto consume_Windows_Gaming_Input_ForceFeedback_IRampForceEffect::SetParameters(winrt::Windows::Foundation::Numerics::float3 const& startVector, winrt::Windows::Foundation::Numerics::float3 const& endVector, winrt::Windows::Foundation::TimeSpan const& duration) const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IRampForceEffect)->SetParameters(impl::bind_in(startVector), impl::bind_in(endVector), impl::bind_in(duration))); } template auto consume_Windows_Gaming_Input_ForceFeedback_IRampForceEffect::SetParametersWithEnvelope(winrt::Windows::Foundation::Numerics::float3 const& startVector, winrt::Windows::Foundation::Numerics::float3 const& endVector, float attackGain, float sustainGain, float releaseGain, winrt::Windows::Foundation::TimeSpan const& startDelay, winrt::Windows::Foundation::TimeSpan const& attackDuration, winrt::Windows::Foundation::TimeSpan const& sustainDuration, winrt::Windows::Foundation::TimeSpan const& releaseDuration, uint32_t repeatCount) const { check_hresult(WINRT_IMPL_SHIM(winrt::Windows::Gaming::Input::ForceFeedback::IRampForceEffect)->SetParametersWithEnvelope(impl::bind_in(startVector), impl::bind_in(endVector), attackGain, sustainGain, releaseGain, impl::bind_in(startDelay), impl::bind_in(attackDuration), impl::bind_in(sustainDuration), impl::bind_in(releaseDuration), repeatCount)); } #ifndef WINRT_LEAN_AND_MEAN template struct produce : produce_base { int32_t __stdcall get_Kind(int32_t* value) noexcept final try { typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().Kind()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall SetParameters(winrt::Windows::Foundation::Numerics::float3 direction, float positiveCoefficient, float negativeCoefficient, float maxPositiveMagnitude, float maxNegativeMagnitude, float deadZone, float bias) noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().SetParameters(*reinterpret_cast(&direction), positiveCoefficient, negativeCoefficient, maxPositiveMagnitude, maxNegativeMagnitude, deadZone, bias); return 0; } catch (...) { return to_hresult(); } }; #endif #ifndef WINRT_LEAN_AND_MEAN template struct produce : produce_base { int32_t __stdcall CreateInstance(int32_t effectKind, void** value) noexcept final try { clear_abi(value); typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().CreateInstance(*reinterpret_cast(&effectKind))); return 0; } catch (...) { return to_hresult(); } }; #endif #ifndef WINRT_LEAN_AND_MEAN template struct produce : produce_base { int32_t __stdcall SetParameters(winrt::Windows::Foundation::Numerics::float3 vector, int64_t duration) noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().SetParameters(*reinterpret_cast(&vector), *reinterpret_cast(&duration)); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall SetParametersWithEnvelope(winrt::Windows::Foundation::Numerics::float3 vector, float attackGain, float sustainGain, float releaseGain, int64_t startDelay, int64_t attackDuration, int64_t sustainDuration, int64_t releaseDuration, uint32_t repeatCount) noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().SetParametersWithEnvelope(*reinterpret_cast(&vector), attackGain, sustainGain, releaseGain, *reinterpret_cast(&startDelay), *reinterpret_cast(&attackDuration), *reinterpret_cast(&sustainDuration), *reinterpret_cast(&releaseDuration), repeatCount); return 0; } catch (...) { return to_hresult(); } }; #endif template struct produce : produce_base { int32_t __stdcall get_Gain(double* value) noexcept final try { typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().Gain()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall put_Gain(double value) noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().Gain(value); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall get_State(int32_t* value) noexcept final try { typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().State()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall Start() noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().Start(); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall Stop() noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().Stop(); return 0; } catch (...) { return to_hresult(); } }; #ifndef WINRT_LEAN_AND_MEAN template struct produce : produce_base { int32_t __stdcall get_AreEffectsPaused(bool* value) noexcept final try { typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().AreEffectsPaused()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall get_MasterGain(double* value) noexcept final try { typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().MasterGain()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall put_MasterGain(double value) noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().MasterGain(value); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall get_IsEnabled(bool* value) noexcept final try { typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().IsEnabled()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall get_SupportedAxes(uint32_t* value) noexcept final try { typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().SupportedAxes()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall LoadEffectAsync(void* effect, void** asyncOperation) noexcept final try { clear_abi(asyncOperation); typename D::abi_guard guard(this->shim()); *asyncOperation = detach_from>(this->shim().LoadEffectAsync(*reinterpret_cast(&effect))); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall PauseAllEffects() noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().PauseAllEffects(); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall ResumeAllEffects() noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().ResumeAllEffects(); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall StopAllEffects() noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().StopAllEffects(); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall TryDisableAsync(void** asyncOperation) noexcept final try { clear_abi(asyncOperation); typename D::abi_guard guard(this->shim()); *asyncOperation = detach_from>(this->shim().TryDisableAsync()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall TryEnableAsync(void** asyncOperation) noexcept final try { clear_abi(asyncOperation); typename D::abi_guard guard(this->shim()); *asyncOperation = detach_from>(this->shim().TryEnableAsync()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall TryResetAsync(void** asyncOperation) noexcept final try { clear_abi(asyncOperation); typename D::abi_guard guard(this->shim()); *asyncOperation = detach_from>(this->shim().TryResetAsync()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall TryUnloadEffectAsync(void* effect, void** asyncOperation) noexcept final try { clear_abi(asyncOperation); typename D::abi_guard guard(this->shim()); *asyncOperation = detach_from>(this->shim().TryUnloadEffectAsync(*reinterpret_cast(&effect))); return 0; } catch (...) { return to_hresult(); } }; #endif #ifndef WINRT_LEAN_AND_MEAN template struct produce : produce_base { int32_t __stdcall get_Kind(int32_t* value) noexcept final try { typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().Kind()); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall SetParameters(winrt::Windows::Foundation::Numerics::float3 vector, float frequency, float phase, float bias, int64_t duration) noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().SetParameters(*reinterpret_cast(&vector), frequency, phase, bias, *reinterpret_cast(&duration)); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall SetParametersWithEnvelope(winrt::Windows::Foundation::Numerics::float3 vector, float frequency, float phase, float bias, float attackGain, float sustainGain, float releaseGain, int64_t startDelay, int64_t attackDuration, int64_t sustainDuration, int64_t releaseDuration, uint32_t repeatCount) noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().SetParametersWithEnvelope(*reinterpret_cast(&vector), frequency, phase, bias, attackGain, sustainGain, releaseGain, *reinterpret_cast(&startDelay), *reinterpret_cast(&attackDuration), *reinterpret_cast(&sustainDuration), *reinterpret_cast(&releaseDuration), repeatCount); return 0; } catch (...) { return to_hresult(); } }; #endif #ifndef WINRT_LEAN_AND_MEAN template struct produce : produce_base { int32_t __stdcall CreateInstance(int32_t effectKind, void** value) noexcept final try { clear_abi(value); typename D::abi_guard guard(this->shim()); *value = detach_from(this->shim().CreateInstance(*reinterpret_cast(&effectKind))); return 0; } catch (...) { return to_hresult(); } }; #endif #ifndef WINRT_LEAN_AND_MEAN template struct produce : produce_base { int32_t __stdcall SetParameters(winrt::Windows::Foundation::Numerics::float3 startVector, winrt::Windows::Foundation::Numerics::float3 endVector, int64_t duration) noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().SetParameters(*reinterpret_cast(&startVector), *reinterpret_cast(&endVector), *reinterpret_cast(&duration)); return 0; } catch (...) { return to_hresult(); } int32_t __stdcall SetParametersWithEnvelope(winrt::Windows::Foundation::Numerics::float3 startVector, winrt::Windows::Foundation::Numerics::float3 endVector, float attackGain, float sustainGain, float releaseGain, int64_t startDelay, int64_t attackDuration, int64_t sustainDuration, int64_t releaseDuration, uint32_t repeatCount) noexcept final try { typename D::abi_guard guard(this->shim()); this->shim().SetParametersWithEnvelope(*reinterpret_cast(&startVector), *reinterpret_cast(&endVector), attackGain, sustainGain, releaseGain, *reinterpret_cast(&startDelay), *reinterpret_cast(&attackDuration), *reinterpret_cast(&sustainDuration), *reinterpret_cast(&releaseDuration), repeatCount); return 0; } catch (...) { return to_hresult(); } }; #endif } WINRT_EXPORT namespace winrt::Windows::Gaming::Input::ForceFeedback { constexpr auto operator|(ForceFeedbackEffectAxes const left, ForceFeedbackEffectAxes const right) noexcept { return static_cast(impl::to_underlying_type(left) | impl::to_underlying_type(right)); } constexpr auto operator|=(ForceFeedbackEffectAxes& left, ForceFeedbackEffectAxes const right) noexcept { left = left | right; return left; } constexpr auto operator&(ForceFeedbackEffectAxes const left, ForceFeedbackEffectAxes const right) noexcept { return static_cast(impl::to_underlying_type(left) & impl::to_underlying_type(right)); } constexpr auto operator&=(ForceFeedbackEffectAxes& left, ForceFeedbackEffectAxes const right) noexcept { left = left & right; return left; } constexpr auto operator~(ForceFeedbackEffectAxes const value) noexcept { return static_cast(~impl::to_underlying_type(value)); } constexpr auto operator^(ForceFeedbackEffectAxes const left, ForceFeedbackEffectAxes const right) noexcept { return static_cast(impl::to_underlying_type(left) ^ impl::to_underlying_type(right)); } constexpr auto operator^=(ForceFeedbackEffectAxes& left, ForceFeedbackEffectAxes const right) noexcept { left = left ^ right; return left; } inline ConditionForceEffect::ConditionForceEffect(winrt::Windows::Gaming::Input::ForceFeedback::ConditionForceEffectKind const& effectKind) : ConditionForceEffect(impl::call_factory([&](IConditionForceEffectFactory const& f) { return f.CreateInstance(effectKind); })) { } inline ConstantForceEffect::ConstantForceEffect() : ConstantForceEffect(impl::call_factory_cast([](winrt::Windows::Foundation::IActivationFactory const& f) { return f.template ActivateInstance(); })) { } inline PeriodicForceEffect::PeriodicForceEffect(winrt::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffectKind const& effectKind) : PeriodicForceEffect(impl::call_factory([&](IPeriodicForceEffectFactory const& f) { return f.CreateInstance(effectKind); })) { } inline RampForceEffect::RampForceEffect() : RampForceEffect(impl::call_factory_cast([](winrt::Windows::Foundation::IActivationFactory const& f) { return f.template ActivateInstance(); })) { } } namespace std { #ifndef WINRT_LEAN_AND_MEAN template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; template<> struct hash : winrt::impl::hash_base {}; #endif #ifdef __cpp_lib_format #endif } #endif