

/* this ALWAYS GENERATED file contains the definitions for the interfaces */


 /* File created by MIDL compiler version 8.01.0622 */
/* @@MIDL_FILE_HEADING(  ) */



/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 500
#endif

/* verify that the <rpcsal.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCSAL_H_VERSION__
#define __REQUIRED_RPCSAL_H_VERSION__ 100
#endif

#include "rpc.h"
#include "rpcndr.h"

#ifndef __RPCNDR_H_VERSION__
#error this stub requires an updated version of <rpcndr.h>
#endif /* __RPCNDR_H_VERSION__ */

#ifndef COM_NO_WINDOWS_H
#include "windows.h"
#include "ole2.h"
#endif /*COM_NO_WINDOWS_H*/

#ifndef __windows2Egaming2Einput2Eforcefeedback_h__
#define __windows2Egaming2Einput2Eforcefeedback_h__

#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif

/* Forward Declarations */ 

#ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
#define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
typedef interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;

#endif 	/* ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ */


#ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
#define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
typedef interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;

#endif 	/* ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ */


#ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
#define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
typedef interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;

#endif 	/* ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__ */


#ifndef ____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_FWD_DEFINED__
#define ____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_FWD_DEFINED__
typedef interface __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult;

#endif 	/* ____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_FWD_DEFINED__ */


#ifndef ____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_FWD_DEFINED__
#define ____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_FWD_DEFINED__
typedef interface __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult;

#endif 	/* ____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_FWD_DEFINED__ */


#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__
typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect;

#ifdef __cplusplus
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    interface IConditionForceEffect;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

#endif /* __cplusplus */

#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_FWD_DEFINED__ */


#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__
typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory;

#ifdef __cplusplus
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    interface IConditionForceEffectFactory;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

#endif /* __cplusplus */

#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_FWD_DEFINED__ */


#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__
typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect;

#ifdef __cplusplus
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    interface IConstantForceEffect;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

#endif /* __cplusplus */

#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_FWD_DEFINED__ */


#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__
typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect;

#ifdef __cplusplus
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    interface IForceFeedbackEffect;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

#endif /* __cplusplus */

#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_FWD_DEFINED__ */


#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__
typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor;

#ifdef __cplusplus
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    interface IForceFeedbackMotor;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

#endif /* __cplusplus */

#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_FWD_DEFINED__ */


#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__
typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect;

#ifdef __cplusplus
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    interface IPeriodicForceEffect;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

#endif /* __cplusplus */

#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_FWD_DEFINED__ */


#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__
typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory;

#ifdef __cplusplus
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    interface IPeriodicForceEffectFactory;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

#endif /* __cplusplus */

#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_FWD_DEFINED__ */


#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__
typedef interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect;

#ifdef __cplusplus
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    interface IRampForceEffect;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

#endif /* __cplusplus */

#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_FWD_DEFINED__ */


/* header files for imported files */
#include "inspectable.h"
#include "AsyncInfo.h"
#include "EventToken.h"
#include "Windows.Foundation.h"
#include "Windows.Foundation.Numerics.h"

#ifdef __cplusplus
extern "C"{
#endif 


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0000 */
/* [local] */ 

#ifdef __cplusplus
} /*extern "C"*/ 
#endif
#include <windows.foundation.collections.h>
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
namespace ABI {
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
class ForceFeedbackMotor;
} /*ForceFeedback*/
} /*Input*/
} /*Gaming*/
} /*Windows*/
}
#endif

#ifdef __cplusplus
namespace ABI {
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
interface IForceFeedbackMotor;
} /*ForceFeedback*/
} /*Input*/
} /*Gaming*/
} /*Windows*/
}
#endif


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0000 */
/* [local] */ 




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0000_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0000_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0338 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0338 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0338_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0338_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0001 */
/* [local] */ 

#ifndef DEF___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_USE
#define DEF___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_USE
#if defined(__cplusplus) && !defined(RO_NO_TEMPLATE_NAME)
} /*extern "C"*/ 
namespace ABI { namespace Windows { namespace Foundation { namespace Collections {
template <>
struct __declspec(uuid("64cf69e0-5464-5b72-bd4b-82f7c3d0386d"))
IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*> : IIterator_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor*>> {
static const wchar_t* z_get_rc_name_impl() {
return L"Windows.Foundation.Collections.IIterator`1<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor>"; }
};
typedef IIterator<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*> __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_t;
#define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::__FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_t

/* ABI */ } /* Windows */ } /* Foundation */ } /* Collections */ }
extern "C" {
#endif //__cplusplus
#endif /* DEF___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_USE */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0001 */
/* [local] */ 




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0001_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0001_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0339 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0339 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0339_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0339_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0002 */
/* [local] */ 

#ifndef DEF___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_USE
#define DEF___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_USE
#if defined(__cplusplus) && !defined(RO_NO_TEMPLATE_NAME)
} /*extern "C"*/ 
namespace ABI { namespace Windows { namespace Foundation { namespace Collections {
template <>
struct __declspec(uuid("c14440d1-fea0-5147-aed8-9b85239da882"))
IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*> : IIterable_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor*>> {
static const wchar_t* z_get_rc_name_impl() {
return L"Windows.Foundation.Collections.IIterable`1<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor>"; }
};
typedef IIterable<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*> __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_t;
#define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
#define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::__FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_t

/* ABI */ } /* Windows */ } /* Foundation */ } /* Collections */ }
extern "C" {
#endif //__cplusplus
#endif /* DEF___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_USE */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0002 */
/* [local] */ 




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0002_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0002_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0340 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0340 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0340_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0340_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0003 */
/* [local] */ 

#ifndef DEF___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_USE
#define DEF___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_USE
#if defined(__cplusplus) && !defined(RO_NO_TEMPLATE_NAME)
} /*extern "C"*/ 
namespace ABI { namespace Windows { namespace Foundation { namespace Collections {
template <>
struct __declspec(uuid("5bfc5070-101d-5fbb-8d5f-ce5c23becdd9"))
IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*> : IVectorView_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*, ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor*>> {
static const wchar_t* z_get_rc_name_impl() {
return L"Windows.Foundation.Collections.IVectorView`1<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor>"; }
};
typedef IVectorView<ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackMotor*> __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_t;
#define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_FWD_DEFINED__
#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor ABI::Windows::Foundation::Collections::__FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_t

/* ABI */ } /* Windows */ } /* Foundation */ } /* Collections */ }
extern "C" {
#endif //__cplusplus
#endif /* DEF___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_USE */

#ifdef __cplusplus
namespace ABI {
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
enum ForceFeedbackLoadEffectResult;
} /*ForceFeedback*/
} /*Input*/
} /*Gaming*/
} /*Windows*/
}
#endif


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0003 */
/* [local] */ 





extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0003_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0003_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0341 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0341 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0341_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0341_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0004 */
/* [local] */ 

#ifndef DEF___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE
#define DEF___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE
#if defined(__cplusplus) && !defined(RO_NO_TEMPLATE_NAME)
} /*extern "C"*/ 
namespace ABI { namespace Windows { namespace Foundation {
template <>
struct __declspec(uuid("f8220a41-f738-51e8-89ba-76bbd66158cb"))
IAsyncOperationCompletedHandler<enum ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult> : IAsyncOperationCompletedHandler_impl<enum ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult> {
static const wchar_t* z_get_rc_name_impl() {
return L"Windows.Foundation.AsyncOperationCompletedHandler`1<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>"; }
};
typedef IAsyncOperationCompletedHandler<enum ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult> __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_t;
#define ____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_FWD_DEFINED__
#define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult ABI::Windows::Foundation::__FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_t

/* ABI */ } /* Windows */ } /* Foundation */ }
extern "C" {
#endif //__cplusplus
#endif /* DEF___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0004 */
/* [local] */ 




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0004_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0004_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0342 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0342 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0342_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0342_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0005 */
/* [local] */ 

#ifndef DEF___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE
#define DEF___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE
#if defined(__cplusplus) && !defined(RO_NO_TEMPLATE_NAME)
} /*extern "C"*/ 
namespace ABI { namespace Windows { namespace Foundation {
template <>
struct __declspec(uuid("21f834fc-e845-5ab9-bf85-9534e2397798"))
IAsyncOperation<enum ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult> : IAsyncOperation_impl<enum ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult> {
static const wchar_t* z_get_rc_name_impl() {
return L"Windows.Foundation.IAsyncOperation`1<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>"; }
};
typedef IAsyncOperation<enum ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult> __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_t;
#define ____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_FWD_DEFINED__
#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult ABI::Windows::Foundation::__FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_t

/* ABI */ } /* Windows */ } /* Foundation */ }
extern "C" {
#endif //__cplusplus
#endif /* DEF___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_USE */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0005 */
/* [local] */ 




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0005_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0005_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0343 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0343 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0343_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0343_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0006 */
/* [local] */ 

#ifndef DEF___FIAsyncOperationCompletedHandler_1_boolean_USE
#define DEF___FIAsyncOperationCompletedHandler_1_boolean_USE
#if defined(__cplusplus) && !defined(RO_NO_TEMPLATE_NAME)
} /*extern "C"*/ 
namespace ABI { namespace Windows { namespace Foundation {
template <>
struct __declspec(uuid("c1d3d1a2-ae17-5a5f-b5a2-bdcc8844889a"))
IAsyncOperationCompletedHandler<bool> : IAsyncOperationCompletedHandler_impl<ABI::Windows::Foundation::Internal::AggregateType<bool, boolean>> {
static const wchar_t* z_get_rc_name_impl() {
return L"Windows.Foundation.AsyncOperationCompletedHandler`1<Boolean>"; }
};
typedef IAsyncOperationCompletedHandler<bool> __FIAsyncOperationCompletedHandler_1_boolean_t;
#define ____FIAsyncOperationCompletedHandler_1_boolean_FWD_DEFINED__
#define __FIAsyncOperationCompletedHandler_1_boolean ABI::Windows::Foundation::__FIAsyncOperationCompletedHandler_1_boolean_t

/* ABI */ } /* Windows */ } /* Foundation */ }
extern "C" {
#endif //__cplusplus
#endif /* DEF___FIAsyncOperationCompletedHandler_1_boolean_USE */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0006 */
/* [local] */ 




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0006_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0006_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0344 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0344 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0344_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0344_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0007 */
/* [local] */ 

#ifndef DEF___FIAsyncOperation_1_boolean_USE
#define DEF___FIAsyncOperation_1_boolean_USE
#if defined(__cplusplus) && !defined(RO_NO_TEMPLATE_NAME)
} /*extern "C"*/ 
namespace ABI { namespace Windows { namespace Foundation {
template <>
struct __declspec(uuid("cdb5efb3-5788-509d-9be1-71ccb8a3362a"))
IAsyncOperation<bool> : IAsyncOperation_impl<ABI::Windows::Foundation::Internal::AggregateType<bool, boolean>> {
static const wchar_t* z_get_rc_name_impl() {
return L"Windows.Foundation.IAsyncOperation`1<Boolean>"; }
};
typedef IAsyncOperation<bool> __FIAsyncOperation_1_boolean_t;
#define ____FIAsyncOperation_1_boolean_FWD_DEFINED__
#define __FIAsyncOperation_1_boolean ABI::Windows::Foundation::__FIAsyncOperation_1_boolean_t

/* ABI */ } /* Windows */ } /* Foundation */ }
extern "C" {
#endif //__cplusplus
#endif /* DEF___FIAsyncOperation_1_boolean_USE */
#if defined(__cplusplus)
}
#endif // defined(__cplusplus)
#include <Windows.Foundation.h>
#if !defined(__windows2Efoundation2Enumerics_h__)
#include <Windows.Foundation.Numerics.h>
#endif // !defined(__windows2Efoundation2Enumerics_h__)
#if defined(__cplusplus)
extern "C" {
#endif // defined(__cplusplus)
#if !defined(__cplusplus)
typedef struct __x_ABI_CWindows_CFoundation_CNumerics_CVector3 __x_ABI_CWindows_CFoundation_CNumerics_CVector3;

#endif
#if !defined(__cplusplus)
typedef struct __x_ABI_CWindows_CFoundation_CTimeSpan __x_ABI_CWindows_CFoundation_CTimeSpan;

#endif
#if !defined(__cplusplus)
#if !defined(__cplusplus)

typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind;


#endif /* end if !defined(__cplusplus) */


#endif
#if !defined(__cplusplus)
#if !defined(__cplusplus)

typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes;


#endif /* end if !defined(__cplusplus) */


#endif
#if !defined(__cplusplus)
#if !defined(__cplusplus)

typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState;


#endif /* end if !defined(__cplusplus) */


#endif
#if !defined(__cplusplus)
#if !defined(__cplusplus)

typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult;


#endif /* end if !defined(__cplusplus) */


#endif
#if !defined(__cplusplus)
#if !defined(__cplusplus)

typedef enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind;


#endif /* end if !defined(__cplusplus) */


#endif







#ifdef __cplusplus
namespace ABI {
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
class ConditionForceEffect;
} /*ForceFeedback*/
} /*Input*/
} /*Gaming*/
} /*Windows*/
}
#endif
#ifdef __cplusplus
namespace ABI {
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
class ConstantForceEffect;
} /*ForceFeedback*/
} /*Input*/
} /*Gaming*/
} /*Windows*/
}
#endif
#ifdef __cplusplus
namespace ABI {
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
class PeriodicForceEffect;
} /*ForceFeedback*/
} /*Input*/
} /*Gaming*/
} /*Windows*/
}
#endif
#ifdef __cplusplus
namespace ABI {
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
class RampForceEffect;
} /*ForceFeedback*/
} /*Input*/
} /*Gaming*/
} /*Windows*/
}
#endif


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0007 */
/* [local] */ 


#ifdef __cplusplus

} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Foundation {
            namespace Numerics {
                
                typedef struct Vector3 Vector3;
                
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus

} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Foundation {
            
            typedef struct TimeSpan TimeSpan;
            
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus

} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    typedef enum ConditionForceEffectKind ConditionForceEffectKind;
                    
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus

} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
                    
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus

} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
                    
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus

} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
                    
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus

} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    typedef enum PeriodicForceEffectKind PeriodicForceEffectKind;
                    
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif










extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0007_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0007_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0345 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0345 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0345_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0345_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0008 */
/* [local] */ 

#ifndef DEF___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
#define DEF___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
#if !defined(__cplusplus) || defined(RO_NO_TEMPLATE_NAME)


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0008 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0008_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0008_v0_0_s_ifspec;

#ifndef ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
#define ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__

/* interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor */
/* [unique][uuid][object] */ 



/* interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor */
/* [unique][uuid][object] */ 


EXTERN_C const IID IID___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("64cf69e0-5464-5b72-bd4b-82f7c3d0386d")
    __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor : public IInspectable
    {
    public:
        virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_Current( 
            /* [retval][out] */ __RPC__deref_out_opt ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor **current) = 0;
        
        virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_HasCurrent( 
            /* [retval][out] */ __RPC__out boolean *hasCurrent) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE MoveNext( 
            /* [retval][out] */ __RPC__out boolean *hasCurrent) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE GetMany( 
            /* [in] */ unsigned int capacity,
            /* [size_is][length_is][out] */ __RPC__out_ecount_part(capacity, *actual) ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor **items,
            /* [retval][out] */ __RPC__out unsigned int *actual) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_Current )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [retval][out] */ __RPC__deref_out_opt __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **current);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_HasCurrent )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [retval][out] */ __RPC__out boolean *hasCurrent);
        
        HRESULT ( STDMETHODCALLTYPE *MoveNext )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [retval][out] */ __RPC__out boolean *hasCurrent);
        
        HRESULT ( STDMETHODCALLTYPE *GetMany )( 
            __RPC__in __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [in] */ unsigned int capacity,
            /* [size_is][length_is][out] */ __RPC__out_ecount_part(capacity, *actual) __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,
            /* [retval][out] */ __RPC__out unsigned int *actual);
        
        END_INTERFACE
    } __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;

    interface __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
    {
        CONST_VTBL struct __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Current(This,current)	\
    ( (This)->lpVtbl -> get_Current(This,current) ) 

#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_HasCurrent(This,hasCurrent)	\
    ( (This)->lpVtbl -> get_HasCurrent(This,hasCurrent) ) 

#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_MoveNext(This,hasCurrent)	\
    ( (This)->lpVtbl -> MoveNext(This,hasCurrent) ) 

#define __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(This,capacity,items,actual)	\
    ( (This)->lpVtbl -> GetMany(This,capacity,items,actual) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0009 */
/* [local] */ 

#endif /* pinterface */
#endif /* DEF___FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0009 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0009_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0009_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0346 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0346 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0346_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0346_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0010 */
/* [local] */ 

#ifndef DEF___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
#define DEF___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
#if !defined(__cplusplus) || defined(RO_NO_TEMPLATE_NAME)


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0010 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0010_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0010_v0_0_s_ifspec;

#ifndef ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
#define ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__

/* interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor */
/* [unique][uuid][object] */ 



/* interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor */
/* [unique][uuid][object] */ 


EXTERN_C const IID IID___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("c14440d1-fea0-5147-aed8-9b85239da882")
    __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor : public IInspectable
    {
    public:
        virtual HRESULT STDMETHODCALLTYPE First( 
            /* [retval][out] */ __RPC__deref_out_opt __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **first) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        HRESULT ( STDMETHODCALLTYPE *First )( 
            __RPC__in __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [retval][out] */ __RPC__deref_out_opt __FIIterator_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor **first);
        
        END_INTERFACE
    } __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;

    interface __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
    {
        CONST_VTBL struct __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_First(This,first)	\
    ( (This)->lpVtbl -> First(This,first) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0011 */
/* [local] */ 

#endif /* pinterface */
#endif /* DEF___FIIterable_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0011 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0011_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0011_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0347 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0347 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0347_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0347_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0012 */
/* [local] */ 

#ifndef DEF___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
#define DEF___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
#if !defined(__cplusplus) || defined(RO_NO_TEMPLATE_NAME)


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0012 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0012_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0012_v0_0_s_ifspec;

#ifndef ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__
#define ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__

/* interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor */
/* [unique][uuid][object] */ 



/* interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor */
/* [unique][uuid][object] */ 


EXTERN_C const IID IID___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("5bfc5070-101d-5fbb-8d5f-ce5c23becdd9")
    __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor : public IInspectable
    {
    public:
        virtual HRESULT STDMETHODCALLTYPE GetAt( 
            /* [in] */ unsigned int index,
            /* [retval][out] */ __RPC__deref_out_opt ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor **item) = 0;
        
        virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_Size( 
            /* [retval][out] */ __RPC__out unsigned int *size) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE IndexOf( 
            /* [in] */ __RPC__in_opt ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor *item,
            /* [out] */ __RPC__out unsigned int *index,
            /* [retval][out] */ __RPC__out boolean *found) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE GetMany( 
            /* [in] */ unsigned int startIndex,
            /* [in] */ unsigned int capacity,
            /* [size_is][length_is][out] */ __RPC__out_ecount_part(capacity, *actual) ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor **items,
            /* [retval][out] */ __RPC__out unsigned int *actual) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        HRESULT ( STDMETHODCALLTYPE *GetAt )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [in] */ unsigned int index,
            /* [retval][out] */ __RPC__deref_out_opt __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **item);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_Size )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [retval][out] */ __RPC__out unsigned int *size);
        
        HRESULT ( STDMETHODCALLTYPE *IndexOf )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [in] */ __RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor *item,
            /* [out] */ __RPC__out unsigned int *index,
            /* [retval][out] */ __RPC__out boolean *found);
        
        HRESULT ( STDMETHODCALLTYPE *GetMany )( 
            __RPC__in __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor * This,
            /* [in] */ unsigned int startIndex,
            /* [in] */ unsigned int capacity,
            /* [size_is][length_is][out] */ __RPC__out_ecount_part(capacity, *actual) __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor **items,
            /* [retval][out] */ __RPC__out unsigned int *actual);
        
        END_INTERFACE
    } __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl;

    interface __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor
    {
        CONST_VTBL struct __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotorVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetAt(This,index,item)	\
    ( (This)->lpVtbl -> GetAt(This,index,item) ) 

#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_get_Size(This,size)	\
    ( (This)->lpVtbl -> get_Size(This,size) ) 

#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_IndexOf(This,item,index,found)	\
    ( (This)->lpVtbl -> IndexOf(This,item,index,found) ) 

#define __FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_GetMany(This,startIndex,capacity,items,actual)	\
    ( (This)->lpVtbl -> GetMany(This,startIndex,capacity,items,actual) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0013 */
/* [local] */ 

#endif /* pinterface */
#endif /* DEF___FIVectorView_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackMotor */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0013 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0013_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0013_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0348 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0348 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0348_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0348_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0014 */
/* [local] */ 

#ifndef DEF___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult
#define DEF___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult
#if !defined(__cplusplus) || defined(RO_NO_TEMPLATE_NAME)



/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0014 */
/* [local] */ 




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0014_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0014_v0_0_s_ifspec;

#ifndef ____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
#define ____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__

/* interface __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult */
/* [unique][uuid][object] */ 



/* interface __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult */
/* [unique][uuid][object] */ 


EXTERN_C const IID IID___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("f8220a41-f738-51e8-89ba-76bbd66158cb")
    __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult : public IUnknown
    {
    public:
        virtual HRESULT STDMETHODCALLTYPE Invoke( 
            /* [in] */ __RPC__in_opt __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult *asyncInfo,
            /* [in] */ AsyncStatus status) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This);
        
        HRESULT ( STDMETHODCALLTYPE *Invoke )( 
            __RPC__in __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This,
            /* [in] */ __RPC__in_opt __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult *asyncInfo,
            /* [in] */ AsyncStatus status);
        
        END_INTERFACE
    } __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl;

    interface __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult
    {
        CONST_VTBL struct __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_Invoke(This,asyncInfo,status)	\
    ( (This)->lpVtbl -> Invoke(This,asyncInfo,status) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0015 */
/* [local] */ 

#endif /* pinterface */
#endif /* DEF___FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0015 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0015_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0015_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0349 */




/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0349 */




extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0349_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback2Eidl_0000_0349_v0_0_s_ifspec;

/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0016 */
/* [local] */ 

#ifndef DEF___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult
#define DEF___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult
#if !defined(__cplusplus) || defined(RO_NO_TEMPLATE_NAME)


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0016 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0016_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0016_v0_0_s_ifspec;

#ifndef ____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__
#define ____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__

/* interface __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult */
/* [unique][uuid][object] */ 



/* interface __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult */
/* [unique][uuid][object] */ 


EXTERN_C const IID IID___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult;

#if defined(__cplusplus) && !defined(CINTERFACE)
    
    MIDL_INTERFACE("21f834fc-e845-5ab9-bf85-9534e2397798")
    __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult : public IInspectable
    {
    public:
        virtual /* [propput] */ HRESULT STDMETHODCALLTYPE put_Completed( 
            /* [in] */ __RPC__in_opt __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult *handler) = 0;
        
        virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_Completed( 
            /* [retval][out] */ __RPC__deref_out_opt __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult **handler) = 0;
        
        virtual HRESULT STDMETHODCALLTYPE GetResults( 
            /* [retval][out] */ __RPC__out enum ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackLoadEffectResult *results) = 0;
        
    };
    
    
#else 	/* C style interface */

    typedef struct __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        /* [propput] */ HRESULT ( STDMETHODCALLTYPE *put_Completed )( 
            __RPC__in __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This,
            /* [in] */ __RPC__in_opt __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult *handler);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_Completed )( 
            __RPC__in __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This,
            /* [retval][out] */ __RPC__deref_out_opt __FIAsyncOperationCompletedHandler_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult **handler);
        
        HRESULT ( STDMETHODCALLTYPE *GetResults )( 
            __RPC__in __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult * This,
            /* [retval][out] */ __RPC__out enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult *results);
        
        END_INTERFACE
    } __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl;

    interface __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult
    {
        CONST_VTBL struct __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResultVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_put_Completed(This,handler)	\
    ( (This)->lpVtbl -> put_Completed(This,handler) ) 

#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_get_Completed(This,handler)	\
    ( (This)->lpVtbl -> get_Completed(This,handler) ) 

#define __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_GetResults(This,results)	\
    ( (This)->lpVtbl -> GetResults(This,results) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0017 */
/* [local] */ 

#endif /* pinterface */
#endif /* DEF___FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult */
#if !defined(__cplusplus)

#if !defined(__cplusplus)
/* [v1_enum] */ 
enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind
    {
        ConditionForceEffectKind_Spring	= 0,
        ConditionForceEffectKind_Damper	= 1,
        ConditionForceEffectKind_Inertia	= 2,
        ConditionForceEffectKind_Friction	= 3
    } ;
#endif /* end if !defined(__cplusplus) */

#endif
#if !defined(__cplusplus)

#if !defined(__cplusplus)
/* [v1_enum] */ 
enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes
    {
        ForceFeedbackEffectAxes_None	= 0,
        ForceFeedbackEffectAxes_X	= 0x1,
        ForceFeedbackEffectAxes_Y	= 0x2,
        ForceFeedbackEffectAxes_Z	= 0x4
    } ;
#endif /* end if !defined(__cplusplus) */

#else
namespace ABI {
namespace Windows {
namespace Gaming {
namespace Input {
namespace ForceFeedback {
enum ForceFeedbackEffectAxes;
DEFINE_ENUM_FLAG_OPERATORS(ForceFeedbackEffectAxes)
} /*ForceFeedback*/
} /*Input*/
} /*Gaming*/
} /*Windows*/
}
#endif
#if !defined(__cplusplus)

#if !defined(__cplusplus)
/* [v1_enum] */ 
enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState
    {
        ForceFeedbackEffectState_Stopped	= 0,
        ForceFeedbackEffectState_Running	= 1,
        ForceFeedbackEffectState_Paused	= 2,
        ForceFeedbackEffectState_Faulted	= 3
    } ;
#endif /* end if !defined(__cplusplus) */

#endif
#if !defined(__cplusplus)

#if !defined(__cplusplus)
/* [v1_enum] */ 
enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackLoadEffectResult
    {
        ForceFeedbackLoadEffectResult_Succeeded	= 0,
        ForceFeedbackLoadEffectResult_EffectStorageFull	= 1,
        ForceFeedbackLoadEffectResult_EffectNotSupported	= 2
    } ;
#endif /* end if !defined(__cplusplus) */

#endif
#if !defined(__cplusplus)

#if !defined(__cplusplus)
/* [v1_enum] */ 
enum __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind
    {
        PeriodicForceEffectKind_SquareWave	= 0,
        PeriodicForceEffectKind_SineWave	= 1,
        PeriodicForceEffectKind_TriangleWave	= 2,
        PeriodicForceEffectKind_SawtoothWaveUp	= 3,
        PeriodicForceEffectKind_SawtoothWaveDown	= 4
    } ;
#endif /* end if !defined(__cplusplus) */

#endif
#if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__)
extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IConditionForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IConditionForceEffect";
#endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__) */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0017 */
/* [local] */ 

#ifdef __cplusplus
} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    /* [v1_enum] */ 
                    enum ConditionForceEffectKind
                        {
                            ConditionForceEffectKind_Spring	= 0,
                            ConditionForceEffectKind_Damper	= 1,
                            ConditionForceEffectKind_Inertia	= 2,
                            ConditionForceEffectKind_Friction	= 3
                        } ;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus
} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    /* [v1_enum] */ 
                    enum ForceFeedbackEffectAxes
                        {
                            ForceFeedbackEffectAxes_None	= 0,
                            ForceFeedbackEffectAxes_X	= 0x1,
                            ForceFeedbackEffectAxes_Y	= 0x2,
                            ForceFeedbackEffectAxes_Z	= 0x4
                        } ;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus
} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    /* [v1_enum] */ 
                    enum ForceFeedbackEffectState
                        {
                            ForceFeedbackEffectState_Stopped	= 0,
                            ForceFeedbackEffectState_Running	= 1,
                            ForceFeedbackEffectState_Paused	= 2,
                            ForceFeedbackEffectState_Faulted	= 3
                        } ;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus
} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    /* [v1_enum] */ 
                    enum ForceFeedbackLoadEffectResult
                        {
                            ForceFeedbackLoadEffectResult_Succeeded	= 0,
                            ForceFeedbackLoadEffectResult_EffectStorageFull	= 1,
                            ForceFeedbackLoadEffectResult_EffectNotSupported	= 2
                        } ;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif

#ifdef __cplusplus
} /* end extern "C" */
namespace ABI {
    namespace Windows {
        namespace Gaming {
            namespace Input {
                namespace ForceFeedback {
                    
                    /* [v1_enum] */ 
                    enum PeriodicForceEffectKind
                        {
                            PeriodicForceEffectKind_SquareWave	= 0,
                            PeriodicForceEffectKind_SineWave	= 1,
                            PeriodicForceEffectKind_TriangleWave	= 2,
                            PeriodicForceEffectKind_SawtoothWaveUp	= 3,
                            PeriodicForceEffectKind_SawtoothWaveDown	= 4
                        } ;
                } /* end namespace */
            } /* end namespace */
        } /* end namespace */
    } /* end namespace */
} /* end namespace */

extern "C" { 
#endif



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0017_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0017_v0_0_s_ifspec;

#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__

/* interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect */
/* [uuid][object] */ 



/* interface ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffect */
/* [uuid][object] */ 


EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect;

#if defined(__cplusplus) && !defined(CINTERFACE)
    } /* end extern "C" */
    namespace ABI {
        namespace Windows {
            namespace Gaming {
                namespace Input {
                    namespace ForceFeedback {
                        
                        MIDL_INTERFACE("32D1EA68-3695-4E69-85C0-CD1944189140")
                        IConditionForceEffect : public IInspectable
                        {
                        public:
                            virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_Kind( 
                                /* [out][retval] */ __RPC__out ABI::Windows::Gaming::Input::ForceFeedback::ConditionForceEffectKind *value) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE SetParameters( 
                                /* [in] */ ABI::Windows::Foundation::Numerics::Vector3 direction,
                                /* [in] */ FLOAT positiveCoefficient,
                                /* [in] */ FLOAT negativeCoefficient,
                                /* [in] */ FLOAT maxPositiveMagnitude,
                                /* [in] */ FLOAT maxNegativeMagnitude,
                                /* [in] */ FLOAT deadZone,
                                /* [in] */ FLOAT bias) = 0;
                            
                        };

                        extern const __declspec(selectany) IID & IID_IConditionForceEffect = __uuidof(IConditionForceEffect);

                        
                    }  /* end namespace */
                }  /* end namespace */
            }  /* end namespace */
        }  /* end namespace */
    }  /* end namespace */
    extern "C" { 
    
#else 	/* C style interface */

    typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_Kind )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect * This,
            /* [out][retval] */ __RPC__out __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind *value);
        
        HRESULT ( STDMETHODCALLTYPE *SetParameters )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect * This,
            /* [in] */ __x_ABI_CWindows_CFoundation_CNumerics_CVector3 direction,
            /* [in] */ FLOAT positiveCoefficient,
            /* [in] */ FLOAT negativeCoefficient,
            /* [in] */ FLOAT maxPositiveMagnitude,
            /* [in] */ FLOAT maxNegativeMagnitude,
            /* [in] */ FLOAT deadZone,
            /* [in] */ FLOAT bias);
        
        END_INTERFACE
    } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl;

    interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect
    {
        CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_get_Kind(This,value)	\
    ( (This)->lpVtbl -> get_Kind(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_SetParameters(This,direction,positiveCoefficient,negativeCoefficient,maxPositiveMagnitude,maxNegativeMagnitude,deadZone,bias)	\
    ( (This)->lpVtbl -> SetParameters(This,direction,positiveCoefficient,negativeCoefficient,maxPositiveMagnitude,maxNegativeMagnitude,deadZone,bias) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffect_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0018 */
/* [local] */ 

#if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__)
extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IConditionForceEffectFactory[] = L"Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory";
#endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__) */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0018 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0018_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0018_v0_0_s_ifspec;

#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__

/* interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory */
/* [uuid][object] */ 



/* interface ABI::Windows::Gaming::Input::ForceFeedback::IConditionForceEffectFactory */
/* [uuid][object] */ 


EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory;

#if defined(__cplusplus) && !defined(CINTERFACE)
    } /* end extern "C" */
    namespace ABI {
        namespace Windows {
            namespace Gaming {
                namespace Input {
                    namespace ForceFeedback {
                        
                        MIDL_INTERFACE("91A99264-1810-4EB6-A773-BFD3B8CDDBAB")
                        IConditionForceEffectFactory : public IInspectable
                        {
                        public:
                            virtual HRESULT STDMETHODCALLTYPE CreateInstance( 
                                /* [in] */ ABI::Windows::Gaming::Input::ForceFeedback::ConditionForceEffectKind effectKind,
                                /* [out][retval] */ __RPC__deref_out_opt ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect **value) = 0;
                            
                        };

                        extern const __declspec(selectany) IID & IID_IConditionForceEffectFactory = __uuidof(IConditionForceEffectFactory);

                        
                    }  /* end namespace */
                }  /* end namespace */
            }  /* end namespace */
        }  /* end namespace */
    }  /* end namespace */
    extern "C" { 
    
#else 	/* C style interface */

    typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        HRESULT ( STDMETHODCALLTYPE *CreateInstance )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory * This,
            /* [in] */ __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CConditionForceEffectKind effectKind,
            /* [out][retval] */ __RPC__deref_out_opt __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value);
        
        END_INTERFACE
    } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl;

    interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory
    {
        CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactoryVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_CreateInstance(This,effectKind,value)	\
    ( (This)->lpVtbl -> CreateInstance(This,effectKind,value) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConditionForceEffectFactory_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0019 */
/* [local] */ 

#if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__)
extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IConstantForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IConstantForceEffect";
#endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__) */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0019 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0019_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0019_v0_0_s_ifspec;

#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__

/* interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect */
/* [uuid][object] */ 



/* interface ABI::Windows::Gaming::Input::ForceFeedback::IConstantForceEffect */
/* [uuid][object] */ 


EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect;

#if defined(__cplusplus) && !defined(CINTERFACE)
    } /* end extern "C" */
    namespace ABI {
        namespace Windows {
            namespace Gaming {
                namespace Input {
                    namespace ForceFeedback {
                        
                        MIDL_INTERFACE("9BFA0140-F3C7-415C-B068-0F068734BCE0")
                        IConstantForceEffect : public IInspectable
                        {
                        public:
                            virtual HRESULT STDMETHODCALLTYPE SetParameters( 
                                /* [in] */ ABI::Windows::Foundation::Numerics::Vector3 vector,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan duration) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( 
                                /* [in] */ ABI::Windows::Foundation::Numerics::Vector3 vector,
                                /* [in] */ FLOAT attackGain,
                                /* [in] */ FLOAT sustainGain,
                                /* [in] */ FLOAT releaseGain,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan startDelay,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan attackDuration,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan sustainDuration,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan releaseDuration,
                                /* [in] */ UINT32 repeatCount) = 0;
                            
                        };

                        extern const __declspec(selectany) IID & IID_IConstantForceEffect = __uuidof(IConstantForceEffect);

                        
                    }  /* end namespace */
                }  /* end namespace */
            }  /* end namespace */
        }  /* end namespace */
    }  /* end namespace */
    extern "C" { 
    
#else 	/* C style interface */

    typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        HRESULT ( STDMETHODCALLTYPE *SetParameters )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect * This,
            /* [in] */ __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan duration);
        
        HRESULT ( STDMETHODCALLTYPE *SetParametersWithEnvelope )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect * This,
            /* [in] */ __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,
            /* [in] */ FLOAT attackGain,
            /* [in] */ FLOAT sustainGain,
            /* [in] */ FLOAT releaseGain,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan startDelay,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration,
            /* [in] */ UINT32 repeatCount);
        
        END_INTERFACE
    } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl;

    interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect
    {
        CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffectVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParameters(This,vector,duration)	\
    ( (This)->lpVtbl -> SetParameters(This,vector,duration) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_SetParametersWithEnvelope(This,vector,attackGain,sustainGain,releaseGain,startDelay,attackDuration,sustainDuration,releaseDuration,repeatCount)	\
    ( (This)->lpVtbl -> SetParametersWithEnvelope(This,vector,attackGain,sustainGain,releaseGain,startDelay,attackDuration,sustainDuration,releaseDuration,repeatCount) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIConstantForceEffect_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0020 */
/* [local] */ 

#if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__)
extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IForceFeedbackEffect[] = L"Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect";
#endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__) */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0020 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0020_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0020_v0_0_s_ifspec;

#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__

/* interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect */
/* [uuid][object] */ 



/* interface ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect */
/* [uuid][object] */ 


EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect;

#if defined(__cplusplus) && !defined(CINTERFACE)
    } /* end extern "C" */
    namespace ABI {
        namespace Windows {
            namespace Gaming {
                namespace Input {
                    namespace ForceFeedback {
                        
                        MIDL_INTERFACE("A17FBA0C-2AE4-48C2-8063-EABD0777CB89")
                        IForceFeedbackEffect : public IInspectable
                        {
                        public:
                            virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_Gain( 
                                /* [out][retval] */ __RPC__out DOUBLE *value) = 0;
                            
                            virtual /* [propput] */ HRESULT STDMETHODCALLTYPE put_Gain( 
                                /* [in] */ DOUBLE value) = 0;
                            
                            virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_State( 
                                /* [out][retval] */ __RPC__out ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackEffectState *value) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE Start( void) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE Stop( void) = 0;
                            
                        };

                        extern const __declspec(selectany) IID & IID_IForceFeedbackEffect = __uuidof(IForceFeedbackEffect);

                        
                    }  /* end namespace */
                }  /* end namespace */
            }  /* end namespace */
        }  /* end namespace */
    }  /* end namespace */
    extern "C" { 
    
#else 	/* C style interface */

    typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_Gain )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This,
            /* [out][retval] */ __RPC__out DOUBLE *value);
        
        /* [propput] */ HRESULT ( STDMETHODCALLTYPE *put_Gain )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This,
            /* [in] */ DOUBLE value);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_State )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This,
            /* [out][retval] */ __RPC__out __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectState *value);
        
        HRESULT ( STDMETHODCALLTYPE *Start )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This);
        
        HRESULT ( STDMETHODCALLTYPE *Stop )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect * This);
        
        END_INTERFACE
    } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl;

    interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect
    {
        CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffectVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_Gain(This,value)	\
    ( (This)->lpVtbl -> get_Gain(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_put_Gain(This,value)	\
    ( (This)->lpVtbl -> put_Gain(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_get_State(This,value)	\
    ( (This)->lpVtbl -> get_State(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Start(This)	\
    ( (This)->lpVtbl -> Start(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_Stop(This)	\
    ( (This)->lpVtbl -> Stop(This) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0021 */
/* [local] */ 

#if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__)
extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IForceFeedbackMotor[] = L"Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor";
#endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__) */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0021 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0021_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0021_v0_0_s_ifspec;

#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__

/* interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor */
/* [uuid][object] */ 



/* interface ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackMotor */
/* [uuid][object] */ 


EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor;

#if defined(__cplusplus) && !defined(CINTERFACE)
    } /* end extern "C" */
    namespace ABI {
        namespace Windows {
            namespace Gaming {
                namespace Input {
                    namespace ForceFeedback {
                        
                        MIDL_INTERFACE("8D3D417C-A5EA-4516-8026-2B00F74EF6E5")
                        IForceFeedbackMotor : public IInspectable
                        {
                        public:
                            virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_AreEffectsPaused( 
                                /* [out][retval] */ __RPC__out boolean *value) = 0;
                            
                            virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_MasterGain( 
                                /* [out][retval] */ __RPC__out DOUBLE *value) = 0;
                            
                            virtual /* [propput] */ HRESULT STDMETHODCALLTYPE put_MasterGain( 
                                /* [in] */ DOUBLE value) = 0;
                            
                            virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_IsEnabled( 
                                /* [out][retval] */ __RPC__out boolean *value) = 0;
                            
                            virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_SupportedAxes( 
                                /* [out][retval] */ __RPC__out ABI::Windows::Gaming::Input::ForceFeedback::ForceFeedbackEffectAxes *value) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE LoadEffectAsync( 
                                /* [in] */ __RPC__in_opt ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect *effect,
                                /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult **asyncOperation) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE PauseAllEffects( void) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE ResumeAllEffects( void) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE StopAllEffects( void) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE TryDisableAsync( 
                                /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_boolean **asyncOperation) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE TryEnableAsync( 
                                /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_boolean **asyncOperation) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE TryResetAsync( 
                                /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_boolean **asyncOperation) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE TryUnloadEffectAsync( 
                                /* [in] */ __RPC__in_opt ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect *effect,
                                /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_boolean **asyncOperation) = 0;
                            
                        };

                        extern const __declspec(selectany) IID & IID_IForceFeedbackMotor = __uuidof(IForceFeedbackMotor);

                        
                    }  /* end namespace */
                }  /* end namespace */
            }  /* end namespace */
        }  /* end namespace */
    }  /* end namespace */
    extern "C" { 
    
#else 	/* C style interface */

    typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_AreEffectsPaused )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out][retval] */ __RPC__out boolean *value);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_MasterGain )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out][retval] */ __RPC__out DOUBLE *value);
        
        /* [propput] */ HRESULT ( STDMETHODCALLTYPE *put_MasterGain )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [in] */ DOUBLE value);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_IsEnabled )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out][retval] */ __RPC__out boolean *value);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_SupportedAxes )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out][retval] */ __RPC__out __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CForceFeedbackEffectAxes *value);
        
        HRESULT ( STDMETHODCALLTYPE *LoadEffectAsync )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [in] */ __RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect,
            /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_Windows__CGaming__CInput__CForceFeedback__CForceFeedbackLoadEffectResult **asyncOperation);
        
        HRESULT ( STDMETHODCALLTYPE *PauseAllEffects )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This);
        
        HRESULT ( STDMETHODCALLTYPE *ResumeAllEffects )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This);
        
        HRESULT ( STDMETHODCALLTYPE *StopAllEffects )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This);
        
        HRESULT ( STDMETHODCALLTYPE *TryDisableAsync )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_boolean **asyncOperation);
        
        HRESULT ( STDMETHODCALLTYPE *TryEnableAsync )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_boolean **asyncOperation);
        
        HRESULT ( STDMETHODCALLTYPE *TryResetAsync )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_boolean **asyncOperation);
        
        HRESULT ( STDMETHODCALLTYPE *TryUnloadEffectAsync )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor * This,
            /* [in] */ __RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect *effect,
            /* [out][retval] */ __RPC__deref_out_opt __FIAsyncOperation_1_boolean **asyncOperation);
        
        END_INTERFACE
    } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl;

    interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor
    {
        CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotorVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_AreEffectsPaused(This,value)	\
    ( (This)->lpVtbl -> get_AreEffectsPaused(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_MasterGain(This,value)	\
    ( (This)->lpVtbl -> get_MasterGain(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_put_MasterGain(This,value)	\
    ( (This)->lpVtbl -> put_MasterGain(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_IsEnabled(This,value)	\
    ( (This)->lpVtbl -> get_IsEnabled(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_get_SupportedAxes(This,value)	\
    ( (This)->lpVtbl -> get_SupportedAxes(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_LoadEffectAsync(This,effect,asyncOperation)	\
    ( (This)->lpVtbl -> LoadEffectAsync(This,effect,asyncOperation) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_PauseAllEffects(This)	\
    ( (This)->lpVtbl -> PauseAllEffects(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_ResumeAllEffects(This)	\
    ( (This)->lpVtbl -> ResumeAllEffects(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_StopAllEffects(This)	\
    ( (This)->lpVtbl -> StopAllEffects(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryDisableAsync(This,asyncOperation)	\
    ( (This)->lpVtbl -> TryDisableAsync(This,asyncOperation) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryEnableAsync(This,asyncOperation)	\
    ( (This)->lpVtbl -> TryEnableAsync(This,asyncOperation) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryResetAsync(This,asyncOperation)	\
    ( (This)->lpVtbl -> TryResetAsync(This,asyncOperation) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_TryUnloadEffectAsync(This,effect,asyncOperation)	\
    ( (This)->lpVtbl -> TryUnloadEffectAsync(This,effect,asyncOperation) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackMotor_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0022 */
/* [local] */ 

#if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__)
extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect";
#endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__) */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0022 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0022_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0022_v0_0_s_ifspec;

#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__

/* interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect */
/* [uuid][object] */ 



/* interface ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffect */
/* [uuid][object] */ 


EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect;

#if defined(__cplusplus) && !defined(CINTERFACE)
    } /* end extern "C" */
    namespace ABI {
        namespace Windows {
            namespace Gaming {
                namespace Input {
                    namespace ForceFeedback {
                        
                        MIDL_INTERFACE("5C5138D7-FC75-4D52-9A0A-EFE4CAB5FE64")
                        IPeriodicForceEffect : public IInspectable
                        {
                        public:
                            virtual /* [propget] */ HRESULT STDMETHODCALLTYPE get_Kind( 
                                /* [out][retval] */ __RPC__out ABI::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffectKind *value) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE SetParameters( 
                                /* [in] */ ABI::Windows::Foundation::Numerics::Vector3 vector,
                                /* [in] */ FLOAT frequency,
                                /* [in] */ FLOAT phase,
                                /* [in] */ FLOAT bias,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan duration) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( 
                                /* [in] */ ABI::Windows::Foundation::Numerics::Vector3 vector,
                                /* [in] */ FLOAT frequency,
                                /* [in] */ FLOAT phase,
                                /* [in] */ FLOAT bias,
                                /* [in] */ FLOAT attackGain,
                                /* [in] */ FLOAT sustainGain,
                                /* [in] */ FLOAT releaseGain,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan startDelay,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan attackDuration,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan sustainDuration,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan releaseDuration,
                                /* [in] */ UINT32 repeatCount) = 0;
                            
                        };

                        extern const __declspec(selectany) IID & IID_IPeriodicForceEffect = __uuidof(IPeriodicForceEffect);

                        
                    }  /* end namespace */
                }  /* end namespace */
            }  /* end namespace */
        }  /* end namespace */
    }  /* end namespace */
    extern "C" { 
    
#else 	/* C style interface */

    typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_Kind )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect * This,
            /* [out][retval] */ __RPC__out __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind *value);
        
        HRESULT ( STDMETHODCALLTYPE *SetParameters )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect * This,
            /* [in] */ __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,
            /* [in] */ FLOAT frequency,
            /* [in] */ FLOAT phase,
            /* [in] */ FLOAT bias,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan duration);
        
        HRESULT ( STDMETHODCALLTYPE *SetParametersWithEnvelope )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect * This,
            /* [in] */ __x_ABI_CWindows_CFoundation_CNumerics_CVector3 vector,
            /* [in] */ FLOAT frequency,
            /* [in] */ FLOAT phase,
            /* [in] */ FLOAT bias,
            /* [in] */ FLOAT attackGain,
            /* [in] */ FLOAT sustainGain,
            /* [in] */ FLOAT releaseGain,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan startDelay,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration,
            /* [in] */ UINT32 repeatCount);
        
        END_INTERFACE
    } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl;

    interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect
    {
        CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_get_Kind(This,value)	\
    ( (This)->lpVtbl -> get_Kind(This,value) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParameters(This,vector,frequency,phase,bias,duration)	\
    ( (This)->lpVtbl -> SetParameters(This,vector,frequency,phase,bias,duration) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_SetParametersWithEnvelope(This,vector,frequency,phase,bias,attackGain,sustainGain,releaseGain,startDelay,attackDuration,sustainDuration,releaseDuration,repeatCount)	\
    ( (This)->lpVtbl -> SetParametersWithEnvelope(This,vector,frequency,phase,bias,attackGain,sustainGain,releaseGain,startDelay,attackDuration,sustainDuration,releaseDuration,repeatCount) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffect_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0023 */
/* [local] */ 

#if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__)
extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IPeriodicForceEffectFactory[] = L"Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory";
#endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__) */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0023 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0023_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0023_v0_0_s_ifspec;

#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__

/* interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory */
/* [uuid][object] */ 



/* interface ABI::Windows::Gaming::Input::ForceFeedback::IPeriodicForceEffectFactory */
/* [uuid][object] */ 


EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory;

#if defined(__cplusplus) && !defined(CINTERFACE)
    } /* end extern "C" */
    namespace ABI {
        namespace Windows {
            namespace Gaming {
                namespace Input {
                    namespace ForceFeedback {
                        
                        MIDL_INTERFACE("6F62EB1A-9851-477B-B318-35ECAA15070F")
                        IPeriodicForceEffectFactory : public IInspectable
                        {
                        public:
                            virtual HRESULT STDMETHODCALLTYPE CreateInstance( 
                                /* [in] */ ABI::Windows::Gaming::Input::ForceFeedback::PeriodicForceEffectKind effectKind,
                                /* [out][retval] */ __RPC__deref_out_opt ABI::Windows::Gaming::Input::ForceFeedback::IForceFeedbackEffect **value) = 0;
                            
                        };

                        extern const __declspec(selectany) IID & IID_IPeriodicForceEffectFactory = __uuidof(IPeriodicForceEffectFactory);

                        
                    }  /* end namespace */
                }  /* end namespace */
            }  /* end namespace */
        }  /* end namespace */
    }  /* end namespace */
    extern "C" { 
    
#else 	/* C style interface */

    typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        HRESULT ( STDMETHODCALLTYPE *CreateInstance )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory * This,
            /* [in] */ __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CPeriodicForceEffectKind effectKind,
            /* [out][retval] */ __RPC__deref_out_opt __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIForceFeedbackEffect **value);
        
        END_INTERFACE
    } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl;

    interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory
    {
        CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactoryVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_CreateInstance(This,effectKind,value)	\
    ( (This)->lpVtbl -> CreateInstance(This,effectKind,value) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIPeriodicForceEffectFactory_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0024 */
/* [local] */ 

#if !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__)
extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_ForceFeedback_IRampForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.IRampForceEffect";
#endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__) */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0024 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0024_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0024_v0_0_s_ifspec;

#ifndef ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__
#define ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__

/* interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect */
/* [uuid][object] */ 



/* interface ABI::Windows::Gaming::Input::ForceFeedback::IRampForceEffect */
/* [uuid][object] */ 


EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect;

#if defined(__cplusplus) && !defined(CINTERFACE)
    } /* end extern "C" */
    namespace ABI {
        namespace Windows {
            namespace Gaming {
                namespace Input {
                    namespace ForceFeedback {
                        
                        MIDL_INTERFACE("F1F81259-1CA6-4080-B56D-B43F3354D052")
                        IRampForceEffect : public IInspectable
                        {
                        public:
                            virtual HRESULT STDMETHODCALLTYPE SetParameters( 
                                /* [in] */ ABI::Windows::Foundation::Numerics::Vector3 startVector,
                                /* [in] */ ABI::Windows::Foundation::Numerics::Vector3 endVector,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan duration) = 0;
                            
                            virtual HRESULT STDMETHODCALLTYPE SetParametersWithEnvelope( 
                                /* [in] */ ABI::Windows::Foundation::Numerics::Vector3 startVector,
                                /* [in] */ ABI::Windows::Foundation::Numerics::Vector3 endVector,
                                /* [in] */ FLOAT attackGain,
                                /* [in] */ FLOAT sustainGain,
                                /* [in] */ FLOAT releaseGain,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan startDelay,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan attackDuration,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan sustainDuration,
                                /* [in] */ ABI::Windows::Foundation::TimeSpan releaseDuration,
                                /* [in] */ UINT32 repeatCount) = 0;
                            
                        };

                        extern const __declspec(selectany) IID & IID_IRampForceEffect = __uuidof(IRampForceEffect);

                        
                    }  /* end namespace */
                }  /* end namespace */
            }  /* end namespace */
        }  /* end namespace */
    }  /* end namespace */
    extern "C" { 
    
#else 	/* C style interface */

    typedef struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl
    {
        BEGIN_INTERFACE
        
        HRESULT ( STDMETHODCALLTYPE *QueryInterface )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect * This,
            /* [in] */ __RPC__in REFIID riid,
            /* [annotation][iid_is][out] */ 
            _COM_Outptr_  void **ppvObject);
        
        ULONG ( STDMETHODCALLTYPE *AddRef )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect * This);
        
        ULONG ( STDMETHODCALLTYPE *Release )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect * This);
        
        HRESULT ( STDMETHODCALLTYPE *GetIids )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect * This,
            /* [out] */ __RPC__out ULONG *iidCount,
            /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
        
        HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect * This,
            /* [out] */ __RPC__deref_out_opt HSTRING *className);
        
        HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect * This,
            /* [out] */ __RPC__out TrustLevel *trustLevel);
        
        HRESULT ( STDMETHODCALLTYPE *SetParameters )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect * This,
            /* [in] */ __x_ABI_CWindows_CFoundation_CNumerics_CVector3 startVector,
            /* [in] */ __x_ABI_CWindows_CFoundation_CNumerics_CVector3 endVector,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan duration);
        
        HRESULT ( STDMETHODCALLTYPE *SetParametersWithEnvelope )( 
            __RPC__in __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect * This,
            /* [in] */ __x_ABI_CWindows_CFoundation_CNumerics_CVector3 startVector,
            /* [in] */ __x_ABI_CWindows_CFoundation_CNumerics_CVector3 endVector,
            /* [in] */ FLOAT attackGain,
            /* [in] */ FLOAT sustainGain,
            /* [in] */ FLOAT releaseGain,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan startDelay,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan attackDuration,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan sustainDuration,
            /* [in] */ __x_ABI_CWindows_CFoundation_CTimeSpan releaseDuration,
            /* [in] */ UINT32 repeatCount);
        
        END_INTERFACE
    } __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl;

    interface __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect
    {
        CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffectVtbl *lpVtbl;
    };

    

#ifdef COBJMACROS


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_QueryInterface(This,riid,ppvObject)	\
    ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_AddRef(This)	\
    ( (This)->lpVtbl -> AddRef(This) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_Release(This)	\
    ( (This)->lpVtbl -> Release(This) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetIids(This,iidCount,iids)	\
    ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetRuntimeClassName(This,className)	\
    ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_GetTrustLevel(This,trustLevel)	\
    ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 


#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParameters(This,startVector,endVector,duration)	\
    ( (This)->lpVtbl -> SetParameters(This,startVector,endVector,duration) ) 

#define __x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_SetParametersWithEnvelope(This,startVector,endVector,attackGain,sustainGain,releaseGain,startDelay,attackDuration,sustainDuration,releaseDuration,repeatCount)	\
    ( (This)->lpVtbl -> SetParametersWithEnvelope(This,startVector,endVector,attackGain,sustainGain,releaseGain,startDelay,attackDuration,sustainDuration,releaseDuration,repeatCount) ) 

#endif /* COBJMACROS */


#endif 	/* C style interface */




#endif 	/* ____x_ABI_CWindows_CGaming_CInput_CForceFeedback_CIRampForceEffect_INTERFACE_DEFINED__ */


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0025 */
/* [local] */ 

#ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED
#define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect_DEFINED
extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConditionForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConditionForceEffect";
#endif
#ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED
#define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect_DEFINED
extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ConstantForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.ConstantForceEffect";
#endif
#ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED
#define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor_DEFINED
extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_ForceFeedbackMotor[] = L"Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor";
#endif
#ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED
#define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect_DEFINED
extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_PeriodicForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect";
#endif
#ifndef RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED
#define RUNTIMECLASS_Windows_Gaming_Input_ForceFeedback_RampForceEffect_DEFINED
extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_ForceFeedback_RampForceEffect[] = L"Windows.Gaming.Input.ForceFeedback.RampForceEffect";
#endif


/* interface __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0025 */
/* [local] */ 



extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0025_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_windows2Egaming2Einput2Eforcefeedback_0000_0025_v0_0_s_ifspec;

/* Additional Prototypes for ALL interfaces */

/* end of Additional Prototypes */

#ifdef __cplusplus
}
#endif

#endif


