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// WARNING: Please don't edit this file. It was generated by C++/WinRT v2.0.210930.14
#pragma once
#ifndef WINRT_Windows_Gaming_Input_Custom_2_H
#define WINRT_Windows_Gaming_Input_Custom_2_H
#include "winrt/impl/Windows.Gaming.Input.1.h"
#include "winrt/impl/Windows.Gaming.Input.Custom.1.h"
WINRT_EXPORT namespace winrt::Windows::Gaming::Input::Custom
{
struct GameControllerVersionInfo
{
uint16_t Major;
uint16_t Minor;
uint16_t Build;
uint16_t Revision;
};
inline bool operator==(GameControllerVersionInfo const& left, GameControllerVersionInfo const& right) noexcept
{
return left.Major == right.Major && left.Minor == right.Minor && left.Build == right.Build && left.Revision == right.Revision;
}
inline bool operator!=(GameControllerVersionInfo const& left, GameControllerVersionInfo const& right) noexcept
{
return !(left == right);
}
struct GipFirmwareUpdateProgress
{
double PercentCompleted;
uint32_t CurrentComponentId;
};
inline bool operator==(GipFirmwareUpdateProgress const& left, GipFirmwareUpdateProgress const& right) noexcept
{
return left.PercentCompleted == right.PercentCompleted && left.CurrentComponentId == right.CurrentComponentId;
}
inline bool operator!=(GipFirmwareUpdateProgress const& left, GipFirmwareUpdateProgress const& right) noexcept
{
return !(left == right);
}
struct GameControllerFactoryManager
{
GameControllerFactoryManager() = delete;
static auto RegisterCustomFactoryForGipInterface(winrt::Windows::Gaming::Input::Custom::ICustomGameControllerFactory const& factory, winrt::guid const& interfaceId);
static auto RegisterCustomFactoryForHardwareId(winrt::Windows::Gaming::Input::Custom::ICustomGameControllerFactory const& factory, uint16_t hardwareVendorId, uint16_t hardwareProductId);
static auto RegisterCustomFactoryForXusbType(winrt::Windows::Gaming::Input::Custom::ICustomGameControllerFactory const& factory, winrt::Windows::Gaming::Input::Custom::XusbDeviceType const& xusbType, winrt::Windows::Gaming::Input::Custom::XusbDeviceSubtype const& xusbSubtype);
static auto TryGetFactoryControllerFromGameController(winrt::Windows::Gaming::Input::Custom::ICustomGameControllerFactory const& factory, winrt::Windows::Gaming::Input::IGameController const& gameController);
};
struct __declspec(empty_bases) GipFirmwareUpdateResult : winrt::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult
{
GipFirmwareUpdateResult(std::nullptr_t) noexcept {}
GipFirmwareUpdateResult(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) GipGameControllerProvider : winrt::Windows::Gaming::Input::Custom::IGipGameControllerProvider
{
GipGameControllerProvider(std::nullptr_t) noexcept {}
GipGameControllerProvider(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Gaming::Input::Custom::IGipGameControllerProvider(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) HidGameControllerProvider : winrt::Windows::Gaming::Input::Custom::IHidGameControllerProvider
{
HidGameControllerProvider(std::nullptr_t) noexcept {}
HidGameControllerProvider(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Gaming::Input::Custom::IHidGameControllerProvider(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) XusbGameControllerProvider : winrt::Windows::Gaming::Input::Custom::IXusbGameControllerProvider
{
XusbGameControllerProvider(std::nullptr_t) noexcept {}
XusbGameControllerProvider(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Gaming::Input::Custom::IXusbGameControllerProvider(ptr, take_ownership_from_abi) {}
};
}
#endif
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