// 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_2_H #define WINRT_Windows_Gaming_Input_ForceFeedback_2_H #include "winrt/impl/Windows.Gaming.Input.ForceFeedback.1.h" WINRT_EXPORT namespace winrt::Windows::Gaming::Input::ForceFeedback { struct WINRT_IMPL_EMPTY_BASES ConditionForceEffect : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect, impl::require { ConditionForceEffect(std::nullptr_t) noexcept {} ConditionForceEffect(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect(ptr, take_ownership_from_abi) {} explicit ConditionForceEffect(winrt::Windows::Gaming::Input::ForceFeedback::ConditionForceEffectKind const& effectKind); }; struct WINRT_IMPL_EMPTY_BASES ConstantForceEffect : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect, impl::require { ConstantForceEffect(std::nullptr_t) noexcept {} ConstantForceEffect(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect(ptr, take_ownership_from_abi) {} ConstantForceEffect(); }; struct WINRT_IMPL_EMPTY_BASES ForceFeedbackMotor : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor { ForceFeedbackMotor(std::nullptr_t) noexcept {} ForceFeedbackMotor(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor(ptr, take_ownership_from_abi) {} }; struct WINRT_IMPL_EMPTY_BASES PeriodicForceEffect : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect, impl::require { PeriodicForceEffect(std::nullptr_t) noexcept {} PeriodicForceEffect(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect(ptr, take_ownership_from_abi) {} explicit PeriodicForceEffect(winrt::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffectKind const& effectKind); }; struct WINRT_IMPL_EMPTY_BASES RampForceEffect : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect, impl::require { RampForceEffect(std::nullptr_t) noexcept {} RampForceEffect(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect(ptr, take_ownership_from_abi) {} RampForceEffect(); }; } #endif