Signed-off-by: Rémi Bernon rbernon@codeweavers.com --- .../windows.gaming.input.forcefeedback.idl | 56 +++++++++++++++++++ 1 file changed, 56 insertions(+)
diff --git a/include/windows.gaming.input.forcefeedback.idl b/include/windows.gaming.input.forcefeedback.idl index 639e0c5cd57..e02c136e562 100644 --- a/include/windows.gaming.input.forcefeedback.idl +++ b/include/windows.gaming.input.forcefeedback.idl @@ -25,13 +25,18 @@ import "asyncinfo.idl"; import "eventtoken.idl"; import "windowscontracts.idl"; import "windows.foundation.idl"; +import "windows.foundation.numerics.idl";
namespace Windows.Gaming.Input.ForceFeedback { typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes; typedef enum ForceFeedbackEffectState ForceFeedbackEffectState; typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult; + typedef enum PeriodicForceEffectKind PeriodicForceEffectKind; interface IForceFeedbackEffect; + interface IPeriodicForceEffect; + interface IPeriodicForceEffectFactory; runtimeclass ForceFeedbackMotor; + runtimeclass PeriodicForceEffect;
declare { interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>; @@ -71,6 +76,16 @@ namespace Windows.Gaming.Input.ForceFeedback { EffectNotSupported = 2 };
+ [contract(Windows.Foundation.UniversalApiContract, 3.0)] + enum PeriodicForceEffectKind + { + SquareWave = 0, + SineWave = 1, + TriangleWave = 2, + SawtoothWaveUp = 3, + SawtoothWaveDown = 4, + }; + [ contract(Windows.Foundation.UniversalApiContract, 3.0), uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89) @@ -108,6 +123,35 @@ namespace Windows.Gaming.Input.ForceFeedback { [out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op); }
+ [ + contract(Windows.Foundation.UniversalApiContract, 3.0), + exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect), + uuid(5c5138d7-fc75-4d52-9a0a-efe4cab5fe64) + ] + interface IPeriodicForceEffect : IInspectable + requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect + { + [propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind *value); + HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase, + [in] FLOAT bias, [in] Windows.Foundation.TimeSpan duration); + HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase, + [in] FLOAT bias, [in] FLOAT attack_gain, [in] FLOAT sustain_gain, [in] FLOAT release_gain, + [in] Windows.Foundation.TimeSpan start_delay, [in] Windows.Foundation.TimeSpan attack_duration, + [in] Windows.Foundation.TimeSpan sustain_duration, [in] Windows.Foundation.TimeSpan release_duration, + [in] UINT32 repeat_count); + } + + [ + contract(Windows.Foundation.UniversalApiContract, 3.0), + exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect), + uuid(6f62eb1a-9851-477b-b318-35ecaa15070f) + ] + interface IPeriodicForceEffectFactory : IInspectable + { + HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind kind, + [out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect **value); + } + [ contract(Windows.Foundation.UniversalApiContract, 3.0), marshaling_behavior(agile), @@ -117,4 +161,16 @@ namespace Windows.Gaming.Input.ForceFeedback { { [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor; } + + [ + activatable(Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0), + contract(Windows.Foundation.UniversalApiContract, 3.0), + marshaling_behavior(agile), + threading(both) + ] + runtimeclass PeriodicForceEffect + { + [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect; + interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect; + } }