dwrite: Prefer different family names for typographical collections.
[wine.git] / include / windows.gaming.input.forcefeedback.idl
blob432b60a5592ddb52180f072bd4f61a5f3b9e24b5
1 /*
2 * Copyright 2021 RĂ©mi Bernon for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 #ifdef __WIDL__
20 #pragma winrt ns_prefix
21 #endif
23 import "inspectable.idl";
24 import "asyncinfo.idl";
25 import "eventtoken.idl";
26 import "windowscontracts.idl";
27 import "windows.foundation.idl";
29 namespace Windows.Gaming.Input.ForceFeedback {
30 typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
31 typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
32 typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
33 interface IForceFeedbackEffect;
34 runtimeclass ForceFeedbackMotor;
36 declare {
37 interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
38 interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
39 interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
43 contract(Windows.Foundation.UniversalApiContract, 3.0),
44 flags
46 enum ForceFeedbackEffectAxes
48 None = 0x0,
49 X = 0x1,
50 Y = 0x2,
51 Z = 0x4
54 [contract(Windows.Foundation.UniversalApiContract, 3.0)]
55 enum ForceFeedbackEffectState
57 Stopped = 0,
58 Running = 1,
59 Paused = 2,
60 Faulted = 3,
63 [contract(Windows.Foundation.UniversalApiContract, 3.0)]
64 enum ForceFeedbackLoadEffectResult
66 Succeeded = 0,
67 EffectStorageFull = 1,
68 EffectNotSupported = 2
72 contract(Windows.Foundation.UniversalApiContract, 3.0),
73 uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89)
75 interface IForceFeedbackEffect : IInspectable
77 [propget] HRESULT Gain([out, retval] DOUBLE *value);
78 [propput] HRESULT Gain([in] DOUBLE value);
79 [propget] HRESULT State([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectState *value);
80 HRESULT Start();
81 HRESULT Stop();
85 contract(Windows.Foundation.UniversalApiContract, 3.0),
86 exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor),
87 uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5)
89 interface IForceFeedbackMotor : IInspectable
91 [propget] HRESULT AreEffectsPaused([out, retval] boolean *value);
92 [propget] HRESULT MasterGain([out, retval] DOUBLE *value);
93 [propput] HRESULT MasterGain([in] DOUBLE value);
94 [propget] HRESULT IsEnabled([out, retval] boolean *value);
95 [propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes *value);
96 HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
97 [out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult> **async_op);
98 HRESULT PauseAllEffects();
99 HRESULT ResumeAllEffects();
100 HRESULT StopAllEffects();
101 HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
102 HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
103 HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
104 HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
105 [out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
109 contract(Windows.Foundation.UniversalApiContract, 3.0),
110 marshaling_behavior(agile),
111 threading(both)
113 runtimeclass ForceFeedbackMotor
115 [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;