Module: wine Branch: master Commit: b1998870df603ab581f26a0bcefaeedd61354523 URL: https://source.winehq.org/git/wine.git/?a=commit;h=b1998870df603ab581f26a0bc...
Author: Rémi Bernon rbernon@codeweavers.com Date: Wed Apr 20 19:04:01 2022 +0200
include: Remove nested namespaces in windows.gaming.input.forcefeedback.idl.
Signed-off-by: Rémi Bernon rbernon@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
include/windows.gaming.input.forcefeedback.idl | 138 +++++++++++-------------- 1 file changed, 58 insertions(+), 80 deletions(-)
diff --git a/include/windows.gaming.input.forcefeedback.idl b/include/windows.gaming.input.forcefeedback.idl index da153a3285a..39705918b6e 100644 --- a/include/windows.gaming.input.forcefeedback.idl +++ b/include/windows.gaming.input.forcefeedback.idl @@ -26,91 +26,69 @@ import "eventtoken.idl"; import "windowscontracts.idl"; import "windows.foundation.idl";
-namespace Windows { - namespace Gaming { - namespace Input { - namespace ForceFeedback { - typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes; - typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult; - interface IForceFeedbackEffect; - runtimeclass ForceFeedbackMotor; - } - } - } -} +namespace Windows.Gaming.Input.ForceFeedback { + typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes; + typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult; + interface IForceFeedbackEffect; + runtimeclass ForceFeedbackMotor;
-namespace Windows { - namespace Gaming { - namespace Input { - namespace ForceFeedback { - declare { - interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>; - interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>; - interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor*>; - } - } - } + declare { + interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>; + interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>; + interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>; } -}
-namespace Windows { - namespace Gaming { - namespace Input { - namespace ForceFeedback { - [ - contract(Windows.Foundation.UniversalApiContract, 3.0), - flags - ] - enum ForceFeedbackEffectAxes - { - None = 0x0, - X = 0x1, - Y = 0x2, - Z = 0x4 - }; + [ + contract(Windows.Foundation.UniversalApiContract, 3.0), + flags + ] + enum ForceFeedbackEffectAxes + { + None = 0x0, + X = 0x1, + Y = 0x2, + Z = 0x4 + };
- [contract(Windows.Foundation.UniversalApiContract, 3.0)] - enum ForceFeedbackLoadEffectResult - { - Succeeded = 0, - EffectStorageFull = 1, - EffectNotSupported = 2 - }; + [contract(Windows.Foundation.UniversalApiContract, 3.0)] + enum ForceFeedbackLoadEffectResult + { + Succeeded = 0, + EffectStorageFull = 1, + EffectNotSupported = 2 + };
- [ - contract(Windows.Foundation.UniversalApiContract, 3.0), - exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor), - uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5) - ] - interface IForceFeedbackMotor : IInspectable - { - [propget] HRESULT AreEffectsPaused([out, retval] boolean* value); - [propget] HRESULT MasterGain([out, retval] DOUBLE* value); - [propput] HRESULT MasterGain([in] DOUBLE value); - [propget] HRESULT IsEnabled([out, retval] boolean* value); - [propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes* value); - HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect* effect, - [out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>** async_op); - HRESULT PauseAllEffects(); - HRESULT ResumeAllEffects(); - HRESULT StopAllEffects(); - HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op); - HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op); - HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op); - HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect* effect, - [out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op); - } + [ + contract(Windows.Foundation.UniversalApiContract, 3.0), + exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor), + uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5) + ] + interface IForceFeedbackMotor : IInspectable + { + [propget] HRESULT AreEffectsPaused([out, retval] boolean *value); + [propget] HRESULT MasterGain([out, retval] DOUBLE *value); + [propput] HRESULT MasterGain([in] DOUBLE value); + [propget] HRESULT IsEnabled([out, retval] boolean *value); + [propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes *value); + HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect, + [out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult> **async_op); + HRESULT PauseAllEffects(); + HRESULT ResumeAllEffects(); + HRESULT StopAllEffects(); + HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op); + HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op); + HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op); + HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect, + [out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op); + }
- [ - contract(Windows.Foundation.UniversalApiContract, 3.0), - marshaling_behavior(agile), - threading(both) - ] - runtimeclass ForceFeedbackMotor - { - [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor; - } - } - } + [ + contract(Windows.Foundation.UniversalApiContract, 3.0), + marshaling_behavior(agile), + threading(both) + ] + runtimeclass ForceFeedbackMotor + { + [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor; } }