Signed-off-by: Rémi Bernon rbernon@codeweavers.com --- .../windows.gaming.input.forcefeedback.idl | 50 +++++++++++++++++++ 1 file changed, 50 insertions(+)
diff --git a/include/windows.gaming.input.forcefeedback.idl b/include/windows.gaming.input.forcefeedback.idl index e02c136e562..ad3290f1a5c 100644 --- a/include/windows.gaming.input.forcefeedback.idl +++ b/include/windows.gaming.input.forcefeedback.idl @@ -32,11 +32,15 @@ namespace Windows.Gaming.Input.ForceFeedback { typedef enum ForceFeedbackEffectState ForceFeedbackEffectState; typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult; typedef enum PeriodicForceEffectKind PeriodicForceEffectKind; + typedef enum ConditionForceEffectKind ConditionForceEffectKind; interface IForceFeedbackEffect; interface IPeriodicForceEffect; interface IPeriodicForceEffectFactory; + interface IConditionForceEffect; + interface IConditionForceEffectFactory; runtimeclass ForceFeedbackMotor; runtimeclass PeriodicForceEffect; + runtimeclass ConditionForceEffect;
declare { interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>; @@ -86,6 +90,15 @@ namespace Windows.Gaming.Input.ForceFeedback { SawtoothWaveDown = 4, };
+ [contract(Windows.Foundation.UniversalApiContract, 3.0)] + enum ConditionForceEffectKind + { + Spring = 0, + Damper = 1, + Inertia = 2, + Friction = 3, + }; + [ contract(Windows.Foundation.UniversalApiContract, 3.0), uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89) @@ -152,6 +165,31 @@ namespace Windows.Gaming.Input.ForceFeedback { [out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect **value); }
+ [ + contract(Windows.Foundation.UniversalApiContract, 3.0), + exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect), + uuid(32d1ea68-3695-4e69-85c0-cd1944189140) + ] + interface IConditionForceEffect : IInspectable + requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect + { + [propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind *value); + HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 direction, [in] FLOAT positive_coeff, + [in] FLOAT negative_coeff, [in] FLOAT max_positive_magnitude, [in] FLOAT max_negative_magnitude, + [in] FLOAT deadzone, [in] FLOAT bias); + } + + [ + contract(Windows.Foundation.UniversalApiContract, 3.0), + exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect), + uuid(91a99264-1810-4eb6-a773-bfd3b8cddbab) + ] + interface IConditionForceEffectFactory : IInspectable + { + HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind kind, + [out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffect **value); + } + [ contract(Windows.Foundation.UniversalApiContract, 3.0), marshaling_behavior(agile), @@ -173,4 +211,16 @@ namespace Windows.Gaming.Input.ForceFeedback { [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect; interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect; } + + [ + activatable(Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0), + contract(Windows.Foundation.UniversalApiContract, 3.0), + marshaling_behavior(agile), + threading(both) + ] + runtimeclass ConditionForceEffect + { + [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect; + interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffect; + } }