Added WinRT changes.
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This commit is contained in:
Tyler Jaacks 2024-09-11 17:35:13 -05:00
parent 3750bc198a
commit 0d0858a982
136 changed files with 5119 additions and 8526 deletions

View File

@ -1,11 +1,10 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
# 17
VisualStudioVersion = 17.11.35222.181
MinimumVisualStudioVersion = 10.0.40219.1
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ProjectSection(ProjectDependencies) = postProject
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EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "dlls", "dlls", "{A46DB9F5-4A23-41CA-98CA-A5DE9DDF012A}"
@ -14,8 +13,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "d3d12_x", "dlls\d3d12_x\d3d
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "xg_x", "dlls\xg_x\xg_x.vcxproj", "{F58FABA6-C92B-4D45-8F05-51A3430D2625}"
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@ -30,10 +27,12 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "thirdparty", "thirdparty",
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Detours", "thirdparty\Detours\vc\Detours.vcxproj", "{37489709-8054-4903-9C49-A79846049FC9}"
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EndProject
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@ -150,38 +149,6 @@ Global
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@ -352,38 +319,6 @@ Global
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@ -416,6 +351,70 @@ Global
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@ -424,14 +423,14 @@ Global
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View File

@ -1,3 +0,0 @@
LIBRARY winrt_x
EXPORTS
GetActivationFactory_X @1

View File

@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
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<!--
To customize common C++/WinRT project properties:
* right-click the project node
* expand the Common Properties item
* select the C++/WinRT property page
For more advanced scenarios, and complete documentation, please see:
https://github.com/Microsoft/cppwinrt/tree/master/nuget
-->
<PropertyGroup />
<ItemDefinitionGroup />
</Project>

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@ -1,36 +0,0 @@
// ReSharper disable CppClangTidyClangDiagnosticLanguageExtensionToken
// ReSharper disable CppInconsistentNaming
#pragma once
#include <cstdint>
#include <roapi.h>
#include <eventtoken.h>
#include <winstring.h>
#include <ole2.h>
#include <inspectable.h>
#include <asyncinfo.h>
#include <EventToken.h>
#include <WindowsContracts.h>
#include <windows.foundation.h>
#include <windows.system.h>
#include "Windows.Xbox.h"
#include "Windows.Xbox.Shell.Social.h"
#include "Windows.Xbox.System.h"
namespace Windows {
namespace Xbox {
namespace Achievements {
MIDL_INTERFACE("DE87AD07-75DC-4EEC-9226-5628E98B9914")
IXboxAchievementNotifier : public IInspectable
{
// TODO: Maybe we generate these I'm an idiot so IDK.
};
constexpr PCWSTR RuntimeClass_XboxAchievementNotifier = L"Microsoft.Xbox.Achievement.AchievementNotifier";
inline const __declspec(selectany) auto& IID_IXboxAchievementNotifier = __uuidof(IXboxAchievementNotifier);
}
}
}

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@ -1 +0,0 @@
#pragma once

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@ -1 +0,0 @@
#pragma once

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@ -1 +0,0 @@


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@ -1,10 +0,0 @@
// ReSharper disable CppInconsistentNaming
// ReSharper disable CppParameterMayBeConst
// ReSharper disable CppClangTidyClangDiagnosticMicrosoftCast
// ReSharper disable CppClangTidyClangDiagnosticUndefinedReinterpretCast
#include "pch.h"
BOOL WINAPI DllMain(HINSTANCE hInstance, DWORD dwReason, LPVOID reserved)
{
return TRUE;
}

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@ -1,5 +0,0 @@
#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files
#include <windows.h>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Microsoft.Windows.CppWinRT" version="2.0.240405.15" targetFramework="native" />
<package id="Microsoft.Windows.CppWinRT" version="2.0.220531.1" targetFramework="native" />
</packages>

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@ -1,5 +1 @@
// pch.cpp: source file corresponding to the pre-compiled header
#include "pch.h"
// When you are using pre-compiled headers, this source file is necessary for compilation to succeed.
#include "pch.h"

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@ -1,10 +1,4 @@
#ifndef PCH_H
#define PCH_H
#include <hstring.h>
#include <wrl/client.h>
#include "framework.h"
#include "winrt_x.h"
#endif //PCH_H
#pragma once
#include <unknwn.h>
#include <winrt/Windows.Foundation.h>
#include <winrt/Windows.Foundation.Collections.h>

23
dlls/winrt_x/readme.txt Normal file
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@ -0,0 +1,23 @@
========================================================================
C++/WinRT winrt_x Project Overview
========================================================================
This project demonstrates how to get started authoring Windows Runtime
classes directly with standard C++, using the C++/WinRT SDK component
to generate implementation headers from interface (IDL) files. The
generated Windows Runtime component binary and WinMD files should then
be bundled with the Universal Windows Platform (UWP) app consuming them.
Steps:
1. Create an interface (IDL) file to define your Windows Runtime class,
its default interface, and any other interfaces it implements.
2. Build the project once to generate module.g.cpp, module.h.cpp, and
implementation templates under the "Generated Files" folder, as
well as skeleton class definitions under "Generated Files\sources".
3. Use the skeleton class definitions for reference to implement your
Windows Runtime classes.
========================================================================
Learn more about C++/WinRT here:
http://aka.ms/cppwinrt/
========================================================================

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@ -0,0 +1,35 @@
#include "pch.h"
#include "Windows.Xbox.Achievements.AchievementNotifier.h"
#include "Windows.Xbox.Achievements.AchievementNotifier.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Achievements::implementation
{
winrt::Windows::Xbox::Achievements::AchievementSource AchievementNotifier::GetTitleIdFilteredSource()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Achievements::AchievementSource AchievementNotifier::GetUnfilteredSource()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,38 @@
#pragma once
#include "Windows.Xbox.Achievements.AchievementNotifier.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Achievements::implementation
{
struct AchievementNotifier
{
AchievementNotifier() = default;
static winrt::Windows::Xbox::Achievements::AchievementSource GetTitleIdFilteredSource();
static winrt::Windows::Xbox::Achievements::AchievementSource GetUnfilteredSource();
};
}
namespace winrt::Windows::Xbox::Achievements::factory_implementation
{
struct AchievementNotifier : AchievementNotifierT<AchievementNotifier, implementation::AchievementNotifier>
{
};
}

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@ -0,0 +1,35 @@
#include "pch.h"
#include "Windows.Xbox.Achievements.AchievementSource.h"
#include "Windows.Xbox.Achievements.AchievementSource.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Achievements::implementation
{
winrt::event_token AchievementSource::AchievementUnlocked(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Achievements::AchievementUnlockedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void AchievementSource::AchievementUnlocked(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,35 @@
#pragma once
#include "Windows.Xbox.Achievements.AchievementSource.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Achievements::implementation
{
struct AchievementSource : AchievementSourceT<AchievementSource>
{
AchievementSource() = default;
winrt::event_token AchievementUnlocked(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Achievements::AchievementUnlockedEventArgs> const& handler);
void AchievementUnlocked(winrt::event_token const& token) noexcept;
};
}

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#include "pch.h"
#include "Windows.Xbox.Achievements.AchievementUnlockedEventArgs.h"
#include "Windows.Xbox.Achievements.AchievementUnlockedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Achievements::implementation
{
winrt::Windows::Xbox::System::User AchievementUnlockedEventArgs::User()
{
throw hresult_not_implemented();
}
hstring AchievementUnlockedEventArgs::TitleId()
{
throw hresult_not_implemented();
}
hstring AchievementUnlockedEventArgs::ServiceConfigurationId()
{
throw hresult_not_implemented();
}
hstring AchievementUnlockedEventArgs::AchievementId()
{
throw hresult_not_implemented();
}
winrt::Windows::Foundation::DateTime AchievementUnlockedEventArgs::UnlockTime()
{
throw hresult_not_implemented();
}
winrt::Windows::Foundation::Uri AchievementUnlockedEventArgs::ExtendedInfoUrl()
{
throw hresult_not_implemented();
}
winrt::Windows::Foundation::Collections::IVectorView<hstring> AchievementUnlockedEventArgs::InAppRewardValue()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,37 @@
#pragma once
#include "Windows.Xbox.Achievements.AchievementUnlockedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Achievements::implementation
{
struct AchievementUnlockedEventArgs : AchievementUnlockedEventArgsT<AchievementUnlockedEventArgs>
{
AchievementUnlockedEventArgs() = default;
winrt::Windows::Xbox::System::User User();
hstring TitleId();
hstring ServiceConfigurationId();
hstring AchievementId();
winrt::Windows::Foundation::DateTime UnlockTime();
winrt::Windows::Foundation::Uri ExtendedInfoUrl();
winrt::Windows::Foundation::Collections::IVectorView<hstring> InAppRewardValue();
};
}

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#include "pch.h"
#include "Windows.Xbox.Audio.BackgroundNowPlayingSession.h"
#include "Windows.Xbox.Audio.BackgroundNowPlayingSession.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Audio::implementation
{
void BackgroundNowPlayingSession::NotifyPlaybackInfoChanged(winrt::Windows::Foundation::IInspectable const& dataSource)
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::NotifyMediaInfoChanged(winrt::Windows::Foundation::IInspectable const& dataSource)
{
throw hresult_not_implemented();
}
winrt::event_token BackgroundNowPlayingSession::SessionChanged(winrt::Windows::Xbox::Audio::SessionChangedEventHandler const& handler)
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::SessionChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::event_token BackgroundNowPlayingSession::MediaChanged(winrt::Windows::Xbox::Audio::MediaChangedEventHandler const& handler)
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::MediaChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::event_token BackgroundNowPlayingSession::PlaybackStateChanged(winrt::Windows::Xbox::Audio::PlaybackStateChangedEventHandler const& handler)
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::PlaybackStateChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Audio::BackgroundNowPlayingSessionType BackgroundNowPlayingSession::CurrentSessionType()
{
throw hresult_not_implemented();
}
hstring BackgroundNowPlayingSession::Title()
{
throw hresult_not_implemented();
}
hstring BackgroundNowPlayingSession::Subtitle()
{
throw hresult_not_implemented();
}
winrt::Windows::Storage::Streams::IRandomAccessStream BackgroundNowPlayingSession::ThumbnailStream()
{
throw hresult_not_implemented();
}
hstring BackgroundNowPlayingSession::Aumid()
{
throw hresult_not_implemented();
}
hstring BackgroundNowPlayingSession::PrimaryPackageAumid()
{
throw hresult_not_implemented();
}
bool BackgroundNowPlayingSession::IsPlaying()
{
throw hresult_not_implemented();
}
bool BackgroundNowPlayingSession::IsShuffled()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Audio::BackgroundNowPlayingSessionRepeatMode BackgroundNowPlayingSession::RepeatMode()
{
throw hresult_not_implemented();
}
bool BackgroundNowPlayingSession::CanPlay()
{
throw hresult_not_implemented();
}
bool BackgroundNowPlayingSession::CanPause()
{
throw hresult_not_implemented();
}
bool BackgroundNowPlayingSession::CanSkipNext()
{
throw hresult_not_implemented();
}
bool BackgroundNowPlayingSession::CanSkipPrevious()
{
throw hresult_not_implemented();
}
bool BackgroundNowPlayingSession::CanToggleRepeat()
{
throw hresult_not_implemented();
}
bool BackgroundNowPlayingSession::CanToggleShuffle()
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::Play()
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::Pause()
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::SkipNext()
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::SkipPrevious()
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::ToggleRepeat()
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::ToggleShuffle()
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::Suspend()
{
throw hresult_not_implemented();
}
void BackgroundNowPlayingSession::Resume()
{
throw hresult_not_implemented();
}
}

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#pragma once
#include "Windows.Xbox.Audio.BackgroundNowPlayingSession.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Audio::implementation
{
struct BackgroundNowPlayingSession : BackgroundNowPlayingSessionT<BackgroundNowPlayingSession>
{
BackgroundNowPlayingSession() = default;
void NotifyPlaybackInfoChanged(winrt::Windows::Foundation::IInspectable const& dataSource);
void NotifyMediaInfoChanged(winrt::Windows::Foundation::IInspectable const& dataSource);
winrt::event_token SessionChanged(winrt::Windows::Xbox::Audio::SessionChangedEventHandler const& handler);
void SessionChanged(winrt::event_token const& token) noexcept;
winrt::event_token MediaChanged(winrt::Windows::Xbox::Audio::MediaChangedEventHandler const& handler);
void MediaChanged(winrt::event_token const& token) noexcept;
winrt::event_token PlaybackStateChanged(winrt::Windows::Xbox::Audio::PlaybackStateChangedEventHandler const& handler);
void PlaybackStateChanged(winrt::event_token const& token) noexcept;
winrt::Windows::Xbox::Audio::BackgroundNowPlayingSessionType CurrentSessionType();
hstring Title();
hstring Subtitle();
winrt::Windows::Storage::Streams::IRandomAccessStream ThumbnailStream();
hstring Aumid();
hstring PrimaryPackageAumid();
bool IsPlaying();
bool IsShuffled();
winrt::Windows::Xbox::Audio::BackgroundNowPlayingSessionRepeatMode RepeatMode();
bool CanPlay();
bool CanPause();
bool CanSkipNext();
bool CanSkipPrevious();
bool CanToggleRepeat();
bool CanToggleShuffle();
void Play();
void Pause();
void SkipNext();
void SkipPrevious();
void ToggleRepeat();
void ToggleShuffle();
void Suspend();
void Resume();
};
}
namespace winrt::Windows::Xbox::Audio::factory_implementation
{
struct BackgroundNowPlayingSession : BackgroundNowPlayingSessionT<BackgroundNowPlayingSession, implementation::BackgroundNowPlayingSession>
{
};
}

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#include "pch.h"
#include "Windows.Xbox.Audio.SoundClip.h"
#include "Windows.Xbox.Audio.SoundClip.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Audio::implementation
{
SoundClip::SoundClip(winrt::Windows::Foundation::Uri const& uri)
{
throw hresult_not_implemented();
}
SoundClip::SoundClip(winrt::Windows::Foundation::Uri const& uri, bool forceLocalPlayback)
{
throw hresult_not_implemented();
}
void SoundClip::Play()
{
throw hresult_not_implemented();
}
void SoundClip::Stop()
{
throw hresult_not_implemented();
}
void SoundClip::PlayWithPosition(winrt::Windows::Foundation::Numerics::float3 const& position)
{
throw hresult_not_implemented();
}
void SoundClip::PlayWithVolume(double volume)
{
throw hresult_not_implemented();
}
void SoundClip::PlayWithPositionAndVolume(winrt::Windows::Foundation::Numerics::float3 const& position, double volume)
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,43 @@
#pragma once
#include "Windows.Xbox.Audio.SoundClip.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Audio::implementation
{
struct SoundClip : SoundClipT<SoundClip>
{
SoundClip() = default;
SoundClip(winrt::Windows::Foundation::Uri const& uri);
SoundClip(winrt::Windows::Foundation::Uri const& uri, bool forceLocalPlayback);
void Play();
void Stop();
void PlayWithPosition(winrt::Windows::Foundation::Numerics::float3 const& position);
void PlayWithVolume(double volume);
void PlayWithPositionAndVolume(winrt::Windows::Foundation::Numerics::float3 const& position, double volume);
};
}
namespace winrt::Windows::Xbox::Audio::factory_implementation
{
struct SoundClip : SoundClipT<SoundClip, implementation::SoundClip>
{
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.AssociatedControllerAddedEventArgs.h"
#include "Windows.Xbox.Input.AssociatedControllerAddedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
uint64_t AssociatedControllerAddedEventArgs::ControllerId()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.AssociatedControllerAddedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct AssociatedControllerAddedEventArgs : AssociatedControllerAddedEventArgsT<AssociatedControllerAddedEventArgs>
{
AssociatedControllerAddedEventArgs() = default;
uint64_t ControllerId();
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.AssociatedControllerRemovedEventArgs.h"
#include "Windows.Xbox.Input.AssociatedControllerRemovedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
uint64_t AssociatedControllerRemovedEventArgs::ControllerId()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.AssociatedControllerRemovedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct AssociatedControllerRemovedEventArgs : AssociatedControllerRemovedEventArgsT<AssociatedControllerRemovedEventArgs>
{
AssociatedControllerRemovedEventArgs() = default;
uint64_t ControllerId();
};
}

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#include "pch.h"
#include "Windows.Xbox.Input.BiometricUserChangedEventArgs.h"
#include "Windows.Xbox.Input.BiometricUserChangedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
uint32_t BiometricUserChangedEventArgs::BiometricUserId()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.BiometricUserChangedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct BiometricUserChangedEventArgs : BiometricUserChangedEventArgsT<BiometricUserChangedEventArgs>
{
BiometricUserChangedEventArgs() = default;
uint32_t BiometricUserId();
};
}

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#include "pch.h"
#include "Windows.Xbox.Input.BodyController.h"
#include "Windows.Xbox.Input.BodyController.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::IBodyController> BodyController::BodyControllers()
{
throw hresult_not_implemented();
}
winrt::event_token BodyController::BodyControllerAdded(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::BodyControllerAddedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void BodyController::BodyControllerAdded(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::event_token BodyController::BodyControllerRemoved(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::BodyControllerRemovedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void BodyController::BodyControllerRemoved(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
uint64_t BodyController::Id()
{
throw hresult_not_implemented();
}
hstring BodyController::Type()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::System::User BodyController::User()
{
throw hresult_not_implemented();
}
uint32_t BodyController::BiometricUserId()
{
throw hresult_not_implemented();
}
winrt::event_token BodyController::BiometricUserChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::BodyController, winrt::Windows::Xbox::Input::IBiometricUserChangedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void BodyController::BiometricUserChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::IBodyControllerReading BodyController::GetCurrentReading()
{
throw hresult_not_implemented();
}
winrt::event_token BodyController::ReadingChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::BodyController, winrt::Windows::Xbox::Input::IBodyControllerReadingChangedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void BodyController::ReadingChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::Windows::Foundation::Collections::IVectorView<uint64_t> BodyController::AssociatedControllerIds()
{
throw hresult_not_implemented();
}
winrt::event_token BodyController::AssociatedControllerAdded(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::BodyController, winrt::Windows::Xbox::Input::IAssociatedControllerAddedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void BodyController::AssociatedControllerAdded(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::event_token BodyController::AssociatedControllerRemoved(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::BodyController, winrt::Windows::Xbox::Input::IAssociatedControllerRemovedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void BodyController::AssociatedControllerRemoved(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
}

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#pragma once
#include "Windows.Xbox.Input.BodyController.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct BodyController : BodyControllerT<BodyController>
{
BodyController() = default;
static winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::IBodyController> BodyControllers();
static winrt::event_token BodyControllerAdded(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::BodyControllerAddedEventArgs> const& handler);
static void BodyControllerAdded(winrt::event_token const& token) noexcept;
static winrt::event_token BodyControllerRemoved(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::BodyControllerRemovedEventArgs> const& handler);
static void BodyControllerRemoved(winrt::event_token const& token) noexcept;
uint64_t Id();
hstring Type();
winrt::Windows::Xbox::System::User User();
uint32_t BiometricUserId();
winrt::event_token BiometricUserChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::BodyController, winrt::Windows::Xbox::Input::IBiometricUserChangedEventArgs> const& handler);
void BiometricUserChanged(winrt::event_token const& token) noexcept;
winrt::Windows::Xbox::Input::IBodyControllerReading GetCurrentReading();
winrt::event_token ReadingChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::BodyController, winrt::Windows::Xbox::Input::IBodyControllerReadingChangedEventArgs> const& handler);
void ReadingChanged(winrt::event_token const& token) noexcept;
winrt::Windows::Foundation::Collections::IVectorView<uint64_t> AssociatedControllerIds();
winrt::event_token AssociatedControllerAdded(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::BodyController, winrt::Windows::Xbox::Input::IAssociatedControllerAddedEventArgs> const& handler);
void AssociatedControllerAdded(winrt::event_token const& token) noexcept;
winrt::event_token AssociatedControllerRemoved(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::BodyController, winrt::Windows::Xbox::Input::IAssociatedControllerRemovedEventArgs> const& handler);
void AssociatedControllerRemoved(winrt::event_token const& token) noexcept;
};
}
namespace winrt::Windows::Xbox::Input::factory_implementation
{
struct BodyController : BodyControllerT<BodyController, implementation::BodyController>
{
};
}

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#include "pch.h"
#include "Windows.Xbox.Input.BodyControllerAddedEventArgs.h"
#include "Windows.Xbox.Input.BodyControllerAddedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IBodyController BodyControllerAddedEventArgs::BodyController()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.BodyControllerAddedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct BodyControllerAddedEventArgs : BodyControllerAddedEventArgsT<BodyControllerAddedEventArgs>
{
BodyControllerAddedEventArgs() = default;
winrt::Windows::Xbox::Input::IBodyController BodyController();
};
}

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@ -0,0 +1,42 @@
#include "pch.h"
#include "Windows.Xbox.Input.BodyControllerReading.h"
#include "Windows.Xbox.Input.BodyControllerReading.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Foundation::DateTime BodyControllerReading::Timestamp()
{
throw hresult_not_implemented();
}
bool BodyControllerReading::IsLeanTracked()
{
throw hresult_not_implemented();
}
float BodyControllerReading::LeanX()
{
throw hresult_not_implemented();
}
float BodyControllerReading::LeanY()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,34 @@
#pragma once
#include "Windows.Xbox.Input.BodyControllerReading.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct BodyControllerReading : BodyControllerReadingT<BodyControllerReading>
{
BodyControllerReading() = default;
winrt::Windows::Foundation::DateTime Timestamp();
bool IsLeanTracked();
float LeanX();
float LeanY();
};
}

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#include "pch.h"
#include "Windows.Xbox.Input.BodyControllerReadingChangedEventArgs.h"
#include "Windows.Xbox.Input.BodyControllerReadingChangedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IBodyControllerReading BodyControllerReadingChangedEventArgs::Reading()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.BodyControllerReadingChangedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct BodyControllerReadingChangedEventArgs : BodyControllerReadingChangedEventArgsT<BodyControllerReadingChangedEventArgs>
{
BodyControllerReadingChangedEventArgs() = default;
winrt::Windows::Xbox::Input::IBodyControllerReading Reading();
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.BodyControllerRemovedEventArgs.h"
#include "Windows.Xbox.Input.BodyControllerRemovedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IBodyController BodyControllerRemovedEventArgs::BodyController()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.BodyControllerRemovedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct BodyControllerRemovedEventArgs : BodyControllerRemovedEventArgsT<BodyControllerRemovedEventArgs>
{
BodyControllerRemovedEventArgs() = default;
winrt::Windows::Xbox::Input::IBodyController BodyController();
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.BodyHandPair.h"
#include "Windows.Xbox.Input.BodyHandPair.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
uint64_t BodyHandPair::BodyTrackingId()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,37 @@
#pragma once
#include "Windows.Xbox.Input.BodyHandPair.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct BodyHandPair : BodyHandPairT<BodyHandPair>
{
BodyHandPair() = default;
uint64_t BodyTrackingId();
};
}
namespace winrt::Windows::Xbox::Input::factory_implementation
{
struct BodyHandPair : BodyHandPairT<BodyHandPair, implementation::BodyHandPair>
{
};
}

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@ -0,0 +1,74 @@
#include "pch.h"
#include "Windows.Xbox.Input.BrokeredInteractions.h"
#include "Windows.Xbox.Input.BrokeredInteractions.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::InputMode BrokeredInteractions::SmartglassInputMode()
{
throw hresult_not_implemented();
}
void BrokeredInteractions::SmartglassInputMode(winrt::Windows::Xbox::Input::InputMode const& mode)
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::ManipulationMode BrokeredInteractions::SmartglassManipulationModes()
{
throw hresult_not_implemented();
}
void BrokeredInteractions::SmartglassManipulationModes(winrt::Windows::Xbox::Input::ManipulationMode const& mode)
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::InputMode BrokeredInteractions::GamepadInputMode()
{
throw hresult_not_implemented();
}
void BrokeredInteractions::GamepadInputMode(winrt::Windows::Xbox::Input::InputMode const& mode)
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::ManipulationMode BrokeredInteractions::GamepadManipulationModes()
{
throw hresult_not_implemented();
}
void BrokeredInteractions::GamepadManipulationModes(winrt::Windows::Xbox::Input::ManipulationMode const& mode)
{
throw hresult_not_implemented();
}
void BrokeredInteractions::SetManipulationRect(int32_t left, int32_t top, int32_t right, int32_t bottom)
{
throw hresult_not_implemented();
}
void BrokeredInteractions::SetSystemCursorAttractionRect(int32_t left, int32_t top, int32_t right, int32_t bottom)
{
throw hresult_not_implemented();
}
void BrokeredInteractions::ForceGamepadCursorActivation(int32_t x, int32_t y)
{
throw hresult_not_implemented();
}
void BrokeredInteractions::SetCursorPos(int32_t x, int32_t y)
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,48 @@
#pragma once
#include "Windows.Xbox.Input.BrokeredInteractions.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct BrokeredInteractions
{
BrokeredInteractions() = default;
static winrt::Windows::Xbox::Input::InputMode SmartglassInputMode();
static void SmartglassInputMode(winrt::Windows::Xbox::Input::InputMode const& mode);
static winrt::Windows::Xbox::Input::ManipulationMode SmartglassManipulationModes();
static void SmartglassManipulationModes(winrt::Windows::Xbox::Input::ManipulationMode const& mode);
static winrt::Windows::Xbox::Input::InputMode GamepadInputMode();
static void GamepadInputMode(winrt::Windows::Xbox::Input::InputMode const& mode);
static winrt::Windows::Xbox::Input::ManipulationMode GamepadManipulationModes();
static void GamepadManipulationModes(winrt::Windows::Xbox::Input::ManipulationMode const& mode);
static void SetManipulationRect(int32_t left, int32_t top, int32_t right, int32_t bottom);
static void SetSystemCursorAttractionRect(int32_t left, int32_t top, int32_t right, int32_t bottom);
static void ForceGamepadCursorActivation(int32_t x, int32_t y);
static void SetCursorPos(int32_t x, int32_t y);
};
}
namespace winrt::Windows::Xbox::Input::factory_implementation
{
struct BrokeredInteractions : BrokeredInteractionsT<BrokeredInteractions, implementation::BrokeredInteractions>
{
};
}

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#include "pch.h"
#include "Windows.Xbox.Input.Controller.h"
#include "Windows.Xbox.Input.Controller.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::IController> Controller::Controllers()
{
throw hresult_not_implemented();
}
winrt::event_token Controller::ControllerAdded(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::ControllerAddedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void Controller::ControllerAdded(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::event_token Controller::ControllerRemoved(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::ControllerRemovedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void Controller::ControllerRemoved(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::event_token Controller::ControllerPairingChanged(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::ControllerPairingChangedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void Controller::ControllerPairingChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::event_token Controller::ControllerOrderChanged(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::ControllerOrderChangedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void Controller::ControllerOrderChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::IController Controller::GetControllerById(uint64_t controllerId)
{
throw hresult_not_implemented();
}
void Controller::GetControllerMetadata(uint64_t controllerId, winrt::Windows::Xbox::Input::MetadataVersion const& metadataVersion, com_array<uint8_t>& ppMetadata)
{
throw hresult_not_implemented();
}
winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::IController> Controller::GetControllersOrderedLeftToRight(winrt::Windows::Xbox::Input::ControllerOrderFilter const& orderFilter)
{
throw hresult_not_implemented();
}
uint64_t Controller::Id()
{
throw hresult_not_implemented();
}
hstring Controller::Type()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::System::User Controller::User()
{
throw hresult_not_implemented();
}
winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::System::IAudioDeviceInfo> Controller::AudioDevices()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::GameControllerVersionInfo Controller::FirmwareVersionInfo()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::GameControllerVersionInfo Controller::HardwareVersionInfo()
{
throw hresult_not_implemented();
}
uint16_t Controller::HardwareProductId()
{
throw hresult_not_implemented();
}
uint16_t Controller::HardwareVendorId()
{
throw hresult_not_implemented();
}
}

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#pragma once
#include "Windows.Xbox.Input.Controller.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct Controller : ControllerT<Controller>
{
Controller() = default;
static winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::IController> Controllers();
static winrt::event_token ControllerAdded(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::ControllerAddedEventArgs> const& handler);
static void ControllerAdded(winrt::event_token const& token) noexcept;
static winrt::event_token ControllerRemoved(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::ControllerRemovedEventArgs> const& handler);
static void ControllerRemoved(winrt::event_token const& token) noexcept;
static winrt::event_token ControllerPairingChanged(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::ControllerPairingChangedEventArgs> const& handler);
static void ControllerPairingChanged(winrt::event_token const& token) noexcept;
static winrt::event_token ControllerOrderChanged(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::ControllerOrderChangedEventArgs> const& handler);
static void ControllerOrderChanged(winrt::event_token const& token) noexcept;
static winrt::Windows::Xbox::Input::IController GetControllerById(uint64_t controllerId);
static void GetControllerMetadata(uint64_t controllerId, winrt::Windows::Xbox::Input::MetadataVersion const& metadataVersion, com_array<uint8_t>& ppMetadata);
static winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::IController> GetControllersOrderedLeftToRight(winrt::Windows::Xbox::Input::ControllerOrderFilter const& orderFilter);
uint64_t Id();
hstring Type();
winrt::Windows::Xbox::System::User User();
winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::System::IAudioDeviceInfo> AudioDevices();
winrt::Windows::Xbox::Input::GameControllerVersionInfo FirmwareVersionInfo();
winrt::Windows::Xbox::Input::GameControllerVersionInfo HardwareVersionInfo();
uint16_t HardwareProductId();
uint16_t HardwareVendorId();
};
}
namespace winrt::Windows::Xbox::Input::factory_implementation
{
struct Controller : ControllerT<Controller, implementation::Controller>
{
};
}

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#include "pch.h"
#include "Windows.Xbox.Input.ControllerAddedEventArgs.h"
#include "Windows.Xbox.Input.ControllerAddedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IController ControllerAddedEventArgs::Controller()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.ControllerAddedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct ControllerAddedEventArgs : ControllerAddedEventArgsT<ControllerAddedEventArgs>
{
ControllerAddedEventArgs() = default;
winrt::Windows::Xbox::Input::IController Controller();
};
}

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#include "pch.h"
#include "Windows.Xbox.Input.ControllerInputManager.h"
#include "Windows.Xbox.Input.ControllerInputManager.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IController ControllerInputManager::GetControllerFromIndex(uint32_t index)
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,37 @@
#pragma once
#include "Windows.Xbox.Input.ControllerInputManager.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct ControllerInputManager : ControllerInputManagerT<ControllerInputManager>
{
ControllerInputManager() = default;
winrt::Windows::Xbox::Input::IController GetControllerFromIndex(uint32_t index);
};
}
namespace winrt::Windows::Xbox::Input::factory_implementation
{
struct ControllerInputManager : ControllerInputManagerT<ControllerInputManager, implementation::ControllerInputManager>
{
};
}

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@ -0,0 +1,26 @@
#include "pch.h"
#include "Windows.Xbox.Input.ControllerOrderChangedEventArgs.h"
#include "Windows.Xbox.Input.ControllerOrderChangedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
}

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@ -0,0 +1,30 @@
#pragma once
#include "Windows.Xbox.Input.ControllerOrderChangedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct ControllerOrderChangedEventArgs : ControllerOrderChangedEventArgsT<ControllerOrderChangedEventArgs>
{
ControllerOrderChangedEventArgs() = default;
};
}

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@ -0,0 +1,38 @@
#include "pch.h"
#include "Windows.Xbox.Input.ControllerPairingChangedEventArgs.h"
#include "Windows.Xbox.Input.ControllerPairingChangedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IController ControllerPairingChangedEventArgs::Controller()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::System::User ControllerPairingChangedEventArgs::User()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::System::User ControllerPairingChangedEventArgs::PreviousUser()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,33 @@
#pragma once
#include "Windows.Xbox.Input.ControllerPairingChangedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct ControllerPairingChangedEventArgs : ControllerPairingChangedEventArgsT<ControllerPairingChangedEventArgs>
{
ControllerPairingChangedEventArgs() = default;
winrt::Windows::Xbox::Input::IController Controller();
winrt::Windows::Xbox::System::User User();
winrt::Windows::Xbox::System::User PreviousUser();
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.ControllerRemovedEventArgs.h"
#include "Windows.Xbox.Input.ControllerRemovedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IController ControllerRemovedEventArgs::Controller()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.ControllerRemovedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct ControllerRemovedEventArgs : ControllerRemovedEventArgsT<ControllerRemovedEventArgs>
{
ControllerRemovedEventArgs() = default;
winrt::Windows::Xbox::Input::IController Controller();
};
}

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@ -0,0 +1,98 @@
#include "pch.h"
#include "Windows.Xbox.Input.Gamepad.h"
#include "Windows.Xbox.Input.Gamepad.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::IGamepad> Gamepad::Gamepads()
{
throw hresult_not_implemented();
}
winrt::event_token Gamepad::GamepadAdded(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::GamepadAddedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void Gamepad::GamepadAdded(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::event_token Gamepad::GamepadRemoved(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::GamepadRemovedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void Gamepad::GamepadRemoved(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
uint64_t Gamepad::Id()
{
throw hresult_not_implemented();
}
hstring Gamepad::Type()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::System::User Gamepad::User()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::INavigationReading Gamepad::GetNavigationReading()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::RawNavigationReading Gamepad::GetRawNavigationReading()
{
throw hresult_not_implemented();
}
winrt::event_token Gamepad::NavigationReadingChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::NavigationController, winrt::Windows::Xbox::Input::INavigationReadingChangedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void Gamepad::NavigationReadingChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
void Gamepad::SetVibration(winrt::Windows::Xbox::Input::GamepadVibration const& value)
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::IGamepadReading Gamepad::GetCurrentReading()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::RawGamepadReading Gamepad::GetRawCurrentReading()
{
throw hresult_not_implemented();
}
winrt::event_token Gamepad::ReadingChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::Gamepad, winrt::Windows::Xbox::Input::IGamepadReadingChangedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void Gamepad::ReadingChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
bool Gamepad::IsTrusted()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,54 @@
#pragma once
#include "Windows.Xbox.Input.Gamepad.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct Gamepad : GamepadT<Gamepad>
{
Gamepad() = default;
static winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::IGamepad> Gamepads();
static winrt::event_token GamepadAdded(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::GamepadAddedEventArgs> const& handler);
static void GamepadAdded(winrt::event_token const& token) noexcept;
static winrt::event_token GamepadRemoved(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::GamepadRemovedEventArgs> const& handler);
static void GamepadRemoved(winrt::event_token const& token) noexcept;
uint64_t Id();
hstring Type();
winrt::Windows::Xbox::System::User User();
winrt::Windows::Xbox::Input::INavigationReading GetNavigationReading();
winrt::Windows::Xbox::Input::RawNavigationReading GetRawNavigationReading();
winrt::event_token NavigationReadingChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::NavigationController, winrt::Windows::Xbox::Input::INavigationReadingChangedEventArgs> const& handler);
void NavigationReadingChanged(winrt::event_token const& token) noexcept;
void SetVibration(winrt::Windows::Xbox::Input::GamepadVibration const& value);
winrt::Windows::Xbox::Input::IGamepadReading GetCurrentReading();
winrt::Windows::Xbox::Input::RawGamepadReading GetRawCurrentReading();
winrt::event_token ReadingChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::Gamepad, winrt::Windows::Xbox::Input::IGamepadReadingChangedEventArgs> const& handler);
void ReadingChanged(winrt::event_token const& token) noexcept;
bool IsTrusted();
};
}
namespace winrt::Windows::Xbox::Input::factory_implementation
{
struct Gamepad : GamepadT<Gamepad, implementation::Gamepad>
{
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.GamepadAddedEventArgs.h"
#include "Windows.Xbox.Input.GamepadAddedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IGamepad GamepadAddedEventArgs::Gamepad()
{
throw hresult_not_implemented();
}
}

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#pragma once
#include "Windows.Xbox.Input.GamepadAddedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct GamepadAddedEventArgs : GamepadAddedEventArgsT<GamepadAddedEventArgs>
{
GamepadAddedEventArgs() = default;
winrt::Windows::Xbox::Input::IGamepad Gamepad();
};
}

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@ -0,0 +1,130 @@
#include "pch.h"
#include "Windows.Xbox.Input.GamepadReading.h"
#include "Windows.Xbox.Input.GamepadReading.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Foundation::DateTime GamepadReading::Timestamp()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::GamepadButtons GamepadReading::Buttons()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsDPadUpPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsDPadDownPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsDPadLeftPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsDPadRightPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsMenuPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsViewPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsLeftThumbstickPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsRightThumbstickPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsLeftShoulderPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsRightShoulderPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsAPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsBPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsXPressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsYPressed()
{
throw hresult_not_implemented();
}
float GamepadReading::LeftTrigger()
{
throw hresult_not_implemented();
}
float GamepadReading::RightTrigger()
{
throw hresult_not_implemented();
}
float GamepadReading::LeftThumbstickX()
{
throw hresult_not_implemented();
}
float GamepadReading::LeftThumbstickY()
{
throw hresult_not_implemented();
}
float GamepadReading::RightThumbstickX()
{
throw hresult_not_implemented();
}
float GamepadReading::RightThumbstickY()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsPaddle1Pressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsPaddle2Pressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsPaddle3Pressed()
{
throw hresult_not_implemented();
}
bool GamepadReading::IsPaddle4Pressed()
{
throw hresult_not_implemented();
}
}

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#pragma once
#include "Windows.Xbox.Input.GamepadReading.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct GamepadReading : GamepadReadingT<GamepadReading>
{
GamepadReading() = default;
winrt::Windows::Foundation::DateTime Timestamp();
winrt::Windows::Xbox::Input::GamepadButtons Buttons();
bool IsDPadUpPressed();
bool IsDPadDownPressed();
bool IsDPadLeftPressed();
bool IsDPadRightPressed();
bool IsMenuPressed();
bool IsViewPressed();
bool IsLeftThumbstickPressed();
bool IsRightThumbstickPressed();
bool IsLeftShoulderPressed();
bool IsRightShoulderPressed();
bool IsAPressed();
bool IsBPressed();
bool IsXPressed();
bool IsYPressed();
float LeftTrigger();
float RightTrigger();
float LeftThumbstickX();
float LeftThumbstickY();
float RightThumbstickX();
float RightThumbstickY();
bool IsPaddle1Pressed();
bool IsPaddle2Pressed();
bool IsPaddle3Pressed();
bool IsPaddle4Pressed();
};
}

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#include "pch.h"
#include "Windows.Xbox.Input.GamepadReadingChangedEventArgs.h"
#include "Windows.Xbox.Input.GamepadReadingChangedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IGamepadReading GamepadReadingChangedEventArgs::Reading()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.GamepadReadingChangedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct GamepadReadingChangedEventArgs : GamepadReadingChangedEventArgsT<GamepadReadingChangedEventArgs>
{
GamepadReadingChangedEventArgs() = default;
winrt::Windows::Xbox::Input::IGamepadReading Reading();
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.GamepadRemovedEventArgs.h"
#include "Windows.Xbox.Input.GamepadRemovedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::IGamepad GamepadRemovedEventArgs::Gamepad()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.GamepadRemovedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct GamepadRemovedEventArgs : GamepadRemovedEventArgsT<GamepadRemovedEventArgs>
{
GamepadRemovedEventArgs() = default;
winrt::Windows::Xbox::Input::IGamepad Gamepad();
};
}

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#include "pch.h"
#include "Windows.Xbox.Input.InputManager.h"
#include "Windows.Xbox.Input.InputManager.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
void InputManager::SetKinectOnePersonSystemEngagement()
{
throw hresult_not_implemented();
}
void InputManager::SetKinectTwoPersonSystemEngagement()
{
throw hresult_not_implemented();
}
void InputManager::SetKinectOnePersonManualEngagement(winrt::Windows::Xbox::Input::BodyHandPair const& bodyHandPair)
{
throw hresult_not_implemented();
}
void InputManager::SetKinectTwoPersonManualEngagement(winrt::Windows::Xbox::Input::BodyHandPair const& bodyHandPair1, winrt::Windows::Xbox::Input::BodyHandPair const& bodyHandPair2)
{
throw hresult_not_implemented();
}
winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::BodyHandPair> InputManager::KinectManualEngagedHands()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::KinectEngagementMode InputManager::KinectEngagementMode()
{
throw hresult_not_implemented();
}
uint32_t InputManager::MaximumKinectEngagedPersonCount()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::SystemCursorVisibility InputManager::SystemCursorVisibility()
{
throw hresult_not_implemented();
}
void InputManager::SystemCursorVisibility(winrt::Windows::Xbox::Input::SystemCursorVisibility const& visibility)
{
throw hresult_not_implemented();
}
void InputManager::DeferSystemGestures()
{
throw hresult_not_implemented();
}
void InputManager::OverrideKinectInteractionMode(winrt::Windows::Xbox::Input::KinectInteractionMode const& mode)
{
throw hresult_not_implemented();
}
bool InputManager::DoesGamepadDeferKinectInteractions()
{
throw hresult_not_implemented();
}
void InputManager::DoesGamepadDeferKinectInteractions(bool doesGamepadDeferKinectInteractions)
{
throw hresult_not_implemented();
}
bool InputManager::IsKinectPersonEngaged()
{
throw hresult_not_implemented();
}
winrt::event_token InputManager::IsKinectPersonEngagedChanged(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::IsKinectPersonEngagedChangedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void InputManager::IsKinectPersonEngagedChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::InputMode InputManager::SmartglassInputMode()
{
throw hresult_not_implemented();
}
void InputManager::SmartglassInputMode(winrt::Windows::Xbox::Input::InputMode const& mode)
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::ManipulationMode InputManager::SmartglassManipulationModes()
{
throw hresult_not_implemented();
}
void InputManager::SmartglassManipulationModes(winrt::Windows::Xbox::Input::ManipulationMode const& mode)
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::InputMode InputManager::GamepadInputMode()
{
throw hresult_not_implemented();
}
void InputManager::GamepadInputMode(winrt::Windows::Xbox::Input::InputMode const& mode)
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::ManipulationMode InputManager::GamepadManipulationModes()
{
throw hresult_not_implemented();
}
void InputManager::GamepadManipulationModes(winrt::Windows::Xbox::Input::ManipulationMode const& mode)
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,60 @@
#pragma once
#include "Windows.Xbox.Input.InputManager.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct InputManager
{
InputManager() = default;
static void SetKinectOnePersonSystemEngagement();
static void SetKinectTwoPersonSystemEngagement();
static void SetKinectOnePersonManualEngagement(winrt::Windows::Xbox::Input::BodyHandPair const& bodyHandPair);
static void SetKinectTwoPersonManualEngagement(winrt::Windows::Xbox::Input::BodyHandPair const& bodyHandPair1, winrt::Windows::Xbox::Input::BodyHandPair const& bodyHandPair2);
static winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::BodyHandPair> KinectManualEngagedHands();
static winrt::Windows::Xbox::Input::KinectEngagementMode KinectEngagementMode();
static uint32_t MaximumKinectEngagedPersonCount();
static winrt::Windows::Xbox::Input::SystemCursorVisibility SystemCursorVisibility();
static void SystemCursorVisibility(winrt::Windows::Xbox::Input::SystemCursorVisibility const& visibility);
static void DeferSystemGestures();
static void OverrideKinectInteractionMode(winrt::Windows::Xbox::Input::KinectInteractionMode const& mode);
static bool DoesGamepadDeferKinectInteractions();
static void DoesGamepadDeferKinectInteractions(bool doesGamepadDeferKinectInteractions);
static bool IsKinectPersonEngaged();
static winrt::event_token IsKinectPersonEngagedChanged(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::IsKinectPersonEngagedChangedEventArgs> const& handler);
static void IsKinectPersonEngagedChanged(winrt::event_token const& token) noexcept;
static winrt::Windows::Xbox::Input::InputMode SmartglassInputMode();
static void SmartglassInputMode(winrt::Windows::Xbox::Input::InputMode const& mode);
static winrt::Windows::Xbox::Input::ManipulationMode SmartglassManipulationModes();
static void SmartglassManipulationModes(winrt::Windows::Xbox::Input::ManipulationMode const& mode);
static winrt::Windows::Xbox::Input::InputMode GamepadInputMode();
static void GamepadInputMode(winrt::Windows::Xbox::Input::InputMode const& mode);
static winrt::Windows::Xbox::Input::ManipulationMode GamepadManipulationModes();
static void GamepadManipulationModes(winrt::Windows::Xbox::Input::ManipulationMode const& mode);
};
}
namespace winrt::Windows::Xbox::Input::factory_implementation
{
struct InputManager : InputManagerT<InputManager, implementation::InputManager>
{
};
}

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@ -0,0 +1,46 @@
#include "pch.h"
#include "Windows.Xbox.Input.InputManagerInternal.h"
#include "Windows.Xbox.Input.InputManagerInternal.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
void InputManagerInternal::OverrideKinectInteractionMode(winrt::Windows::Xbox::Input::KinectInteractionMode const& mode, uint32_t durationMilliseconds)
{
throw hresult_not_implemented();
}
void InputManagerInternal::SetManipulationRect(int32_t left, int32_t top, int32_t right, int32_t bottom)
{
throw hresult_not_implemented();
}
void InputManagerInternal::SetSystemCursorAttractionRect(int32_t left, int32_t top, int32_t right, int32_t bottom)
{
throw hresult_not_implemented();
}
void InputManagerInternal::ForceGamepadCursorActivation(int32_t x, int32_t y)
{
throw hresult_not_implemented();
}
void InputManagerInternal::SetCursorPos(int32_t x, int32_t y)
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,41 @@
#pragma once
#include "Windows.Xbox.Input.InputManagerInternal.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct InputManagerInternal
{
InputManagerInternal() = default;
static void OverrideKinectInteractionMode(winrt::Windows::Xbox::Input::KinectInteractionMode const& mode, uint32_t durationMilliseconds);
static void SetManipulationRect(int32_t left, int32_t top, int32_t right, int32_t bottom);
static void SetSystemCursorAttractionRect(int32_t left, int32_t top, int32_t right, int32_t bottom);
static void ForceGamepadCursorActivation(int32_t x, int32_t y);
static void SetCursorPos(int32_t x, int32_t y);
};
}
namespace winrt::Windows::Xbox::Input::factory_implementation
{
struct InputManagerInternal : InputManagerInternalT<InputManagerInternal, implementation::InputManagerInternal>
{
};
}

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@ -0,0 +1,26 @@
#include "pch.h"
#include "Windows.Xbox.Input.IsKinectPersonEngagedChangedEventArgs.h"
#include "Windows.Xbox.Input.IsKinectPersonEngagedChangedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
}

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@ -0,0 +1,30 @@
#pragma once
#include "Windows.Xbox.Input.IsKinectPersonEngagedChangedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct IsKinectPersonEngagedChangedEventArgs : IsKinectPersonEngagedChangedEventArgsT<IsKinectPersonEngagedChangedEventArgs>
{
IsKinectPersonEngagedChangedEventArgs() = default;
};
}

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@ -0,0 +1,74 @@
#include "pch.h"
#include "Windows.Xbox.Input.NavigationController.h"
#include "Windows.Xbox.Input.NavigationController.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::INavigationController> NavigationController::NavigationControllers()
{
throw hresult_not_implemented();
}
winrt::event_token NavigationController::NavigationControllerAdded(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::NavigationControllerAddedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void NavigationController::NavigationControllerAdded(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
winrt::event_token NavigationController::NavigationControllerRemoved(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::NavigationControllerRemovedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void NavigationController::NavigationControllerRemoved(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
uint64_t NavigationController::Id()
{
throw hresult_not_implemented();
}
hstring NavigationController::Type()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::System::User NavigationController::User()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::INavigationReading NavigationController::GetNavigationReading()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::RawNavigationReading NavigationController::GetRawNavigationReading()
{
throw hresult_not_implemented();
}
winrt::event_token NavigationController::NavigationReadingChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::NavigationController, winrt::Windows::Xbox::Input::INavigationReadingChangedEventArgs> const& handler)
{
throw hresult_not_implemented();
}
void NavigationController::NavigationReadingChanged(winrt::event_token const& token) noexcept
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,48 @@
#pragma once
#include "Windows.Xbox.Input.NavigationController.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct NavigationController : NavigationControllerT<NavigationController>
{
NavigationController() = default;
static winrt::Windows::Foundation::Collections::IVectorView<winrt::Windows::Xbox::Input::INavigationController> NavigationControllers();
static winrt::event_token NavigationControllerAdded(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::NavigationControllerAddedEventArgs> const& handler);
static void NavigationControllerAdded(winrt::event_token const& token) noexcept;
static winrt::event_token NavigationControllerRemoved(winrt::Windows::Foundation::EventHandler<winrt::Windows::Xbox::Input::NavigationControllerRemovedEventArgs> const& handler);
static void NavigationControllerRemoved(winrt::event_token const& token) noexcept;
uint64_t Id();
hstring Type();
winrt::Windows::Xbox::System::User User();
winrt::Windows::Xbox::Input::INavigationReading GetNavigationReading();
winrt::Windows::Xbox::Input::RawNavigationReading GetRawNavigationReading();
winrt::event_token NavigationReadingChanged(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Xbox::Input::NavigationController, winrt::Windows::Xbox::Input::INavigationReadingChangedEventArgs> const& handler);
void NavigationReadingChanged(winrt::event_token const& token) noexcept;
};
}
namespace winrt::Windows::Xbox::Input::factory_implementation
{
struct NavigationController : NavigationControllerT<NavigationController, implementation::NavigationController>
{
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.NavigationControllerAddedEventArgs.h"
#include "Windows.Xbox.Input.NavigationControllerAddedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::INavigationController NavigationControllerAddedEventArgs::NavigationController()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.NavigationControllerAddedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct NavigationControllerAddedEventArgs : NavigationControllerAddedEventArgsT<NavigationControllerAddedEventArgs>
{
NavigationControllerAddedEventArgs() = default;
winrt::Windows::Xbox::Input::INavigationController NavigationController();
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.NavigationControllerRemovedEventArgs.h"
#include "Windows.Xbox.Input.NavigationControllerRemovedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::INavigationController NavigationControllerRemovedEventArgs::NavigationController()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.NavigationControllerRemovedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct NavigationControllerRemovedEventArgs : NavigationControllerRemovedEventArgsT<NavigationControllerRemovedEventArgs>
{
NavigationControllerRemovedEventArgs() = default;
winrt::Windows::Xbox::Input::INavigationController NavigationController();
};
}

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@ -0,0 +1,82 @@
#include "pch.h"
#include "Windows.Xbox.Input.NavigationReading.h"
#include "Windows.Xbox.Input.NavigationReading.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Foundation::DateTime NavigationReading::Timestamp()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::Input::NavigationButtons NavigationReading::Buttons()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsUpPressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsDownPressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsLeftPressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsRightPressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsMenuPressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsViewPressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsPreviousPagePressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsNextPagePressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsAcceptPressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsCancelPressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsXPressed()
{
throw hresult_not_implemented();
}
bool NavigationReading::IsYPressed()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,44 @@
#pragma once
#include "Windows.Xbox.Input.NavigationReading.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct NavigationReading : NavigationReadingT<NavigationReading>
{
NavigationReading() = default;
winrt::Windows::Foundation::DateTime Timestamp();
winrt::Windows::Xbox::Input::NavigationButtons Buttons();
bool IsUpPressed();
bool IsDownPressed();
bool IsLeftPressed();
bool IsRightPressed();
bool IsMenuPressed();
bool IsViewPressed();
bool IsPreviousPagePressed();
bool IsNextPagePressed();
bool IsAcceptPressed();
bool IsCancelPressed();
bool IsXPressed();
bool IsYPressed();
};
}

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@ -0,0 +1,30 @@
#include "pch.h"
#include "Windows.Xbox.Input.NavigationReadingChangedEventArgs.h"
#include "Windows.Xbox.Input.NavigationReadingChangedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
winrt::Windows::Xbox::Input::INavigationReading NavigationReadingChangedEventArgs::Reading()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,31 @@
#pragma once
#include "Windows.Xbox.Input.NavigationReadingChangedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Input::implementation
{
struct NavigationReadingChangedEventArgs : NavigationReadingChangedEventArgsT<NavigationReadingChangedEventArgs>
{
NavigationReadingChangedEventArgs() = default;
winrt::Windows::Xbox::Input::INavigationReading Reading();
};
}

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@ -0,0 +1,38 @@
#include "pch.h"
#include "Windows.Xbox.Services.XboxLiveConfiguration.h"
#include "Windows.Xbox.Services.XboxLiveConfiguration.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Services::implementation
{
hstring XboxLiveConfiguration::TitleId()
{
throw hresult_not_implemented();
}
hstring XboxLiveConfiguration::PrimaryServiceConfigId()
{
throw hresult_not_implemented();
}
hstring XboxLiveConfiguration::SandboxId()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,39 @@
#pragma once
#include "Windows.Xbox.Services.XboxLiveConfiguration.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::Services::implementation
{
struct XboxLiveConfiguration
{
XboxLiveConfiguration() = default;
static hstring TitleId();
static hstring PrimaryServiceConfigId();
static hstring SandboxId();
};
}
namespace winrt::Windows::Xbox::Services::factory_implementation
{
struct XboxLiveConfiguration : XboxLiveConfigurationT<XboxLiveConfiguration, implementation::XboxLiveConfiguration>
{
};
}

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@ -0,0 +1,34 @@
#include "pch.h"
#include "Windows.Xbox.System.AudioDeviceAddedEventArgs.h"
#include "Windows.Xbox.System.AudioDeviceAddedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
winrt::Windows::Xbox::System::User AudioDeviceAddedEventArgs::User()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::System::IAudioDeviceInfo AudioDeviceAddedEventArgs::AudioDevice()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,32 @@
#pragma once
#include "Windows.Xbox.System.AudioDeviceAddedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
struct AudioDeviceAddedEventArgs : AudioDeviceAddedEventArgsT<AudioDeviceAddedEventArgs>
{
AudioDeviceAddedEventArgs() = default;
winrt::Windows::Xbox::System::User User();
winrt::Windows::Xbox::System::IAudioDeviceInfo AudioDevice();
};
}

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@ -0,0 +1,34 @@
#include "pch.h"
#include "Windows.Xbox.System.AudioDeviceChangedEventArgs.h"
#include "Windows.Xbox.System.AudioDeviceChangedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
winrt::Windows::Xbox::System::User AudioDeviceChangedEventArgs::User()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::System::IAudioDeviceInfo AudioDeviceChangedEventArgs::AudioDevice()
{
throw hresult_not_implemented();
}
}

View File

@ -0,0 +1,32 @@
#pragma once
#include "Windows.Xbox.System.AudioDeviceChangedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
struct AudioDeviceChangedEventArgs : AudioDeviceChangedEventArgsT<AudioDeviceChangedEventArgs>
{
AudioDeviceChangedEventArgs() = default;
winrt::Windows::Xbox::System::User User();
winrt::Windows::Xbox::System::IAudioDeviceInfo AudioDevice();
};
}

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@ -0,0 +1,34 @@
#include "pch.h"
#include "Windows.Xbox.System.AudioDeviceRemovedEventArgs.h"
#include "Windows.Xbox.System.AudioDeviceRemovedEventArgs.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
winrt::Windows::Xbox::System::User AudioDeviceRemovedEventArgs::User()
{
throw hresult_not_implemented();
}
winrt::Windows::Xbox::System::IAudioDeviceInfo AudioDeviceRemovedEventArgs::AudioDevice()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,32 @@
#pragma once
#include "Windows.Xbox.System.AudioDeviceRemovedEventArgs.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
struct AudioDeviceRemovedEventArgs : AudioDeviceRemovedEventArgsT<AudioDeviceRemovedEventArgs>
{
AudioDeviceRemovedEventArgs() = default;
winrt::Windows::Xbox::System::User User();
winrt::Windows::Xbox::System::IAudioDeviceInfo AudioDevice();
};
}

View File

@ -0,0 +1,42 @@
#include "pch.h"
#include "Windows.Xbox.System.Console.h"
#include "Windows.Xbox.System.Console.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Xbox::System::GetTokenAndSignatureResult> Console::GetTokenAndSignatureAsync(hstring httpMethod, hstring url, hstring headers)
{
throw hresult_not_implemented();
}
winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Xbox::System::GetTokenAndSignatureResult> Console::GetTokenAndSignatureAsync(hstring httpMethod, hstring url, hstring headers, array_view<uint8_t const> body)
{
throw hresult_not_implemented();
}
winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Xbox::System::GetTokenAndSignatureResult> Console::GetTokenAndSignatureAsync(hstring httpMethod, hstring url, hstring headers, hstring body)
{
throw hresult_not_implemented();
}
hstring Console::ApplicationSpecificDeviceId()
{
throw hresult_not_implemented();
}
}

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@ -0,0 +1,40 @@
#pragma once
#include "Windows.Xbox.System.Console.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
struct Console
{
Console() = default;
static winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Xbox::System::GetTokenAndSignatureResult> GetTokenAndSignatureAsync(hstring httpMethod, hstring url, hstring headers);
static winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Xbox::System::GetTokenAndSignatureResult> GetTokenAndSignatureAsync(hstring httpMethod, hstring url, hstring headers, array_view<uint8_t const> body);
static winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Xbox::System::GetTokenAndSignatureResult> GetTokenAndSignatureAsync(hstring httpMethod, hstring url, hstring headers, hstring body);
static hstring ApplicationSpecificDeviceId();
};
}
namespace winrt::Windows::Xbox::System::factory_implementation
{
struct Console : ConsoleT<Console, implementation::Console>
{
};
}

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#include "pch.h"
#include "Windows.Xbox.System.Console2.h"
#include "Windows.Xbox.System.Console2.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
hstring Console2::ApplicationSpecificDeviceId()
{
throw hresult_not_implemented();
}
}

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#pragma once
#include "Windows.Xbox.System.Console2.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
struct Console2
{
Console2() = default;
static hstring ApplicationSpecificDeviceId();
};
}
namespace winrt::Windows::Xbox::System::factory_implementation
{
struct Console2 : Console2T<Console2, implementation::Console2>
{
};
}

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#include "pch.h"
#include "Windows.Xbox.System.GetPictureResult.h"
#include "Windows.Xbox.System.GetPictureResult.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
winrt::hresult GetPictureResult::Result()
{
throw hresult_not_implemented();
}
uint32_t GetPictureResult::RequiredBufferSize()
{
throw hresult_not_implemented();
}
}

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#pragma once
#include "Windows.Xbox.System.GetPictureResult.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
struct GetPictureResult : GetPictureResultT<GetPictureResult>
{
GetPictureResult() = default;
winrt::hresult Result();
uint32_t RequiredBufferSize();
};
}

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#include "pch.h"
#include "Windows.Xbox.System.GetTokenAndSignatureResult.h"
#include "Windows.Xbox.System.GetTokenAndSignatureResult.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
hstring GetTokenAndSignatureResult::Signature()
{
throw hresult_not_implemented();
}
hstring GetTokenAndSignatureResult::Token()
{
throw hresult_not_implemented();
}
}

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#pragma once
#include "Windows.Xbox.System.GetTokenAndSignatureResult.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
struct GetTokenAndSignatureResult : GetTokenAndSignatureResultT<GetTokenAndSignatureResult>
{
GetTokenAndSignatureResult() = default;
hstring Signature();
hstring Token();
};
}

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#include "pch.h"
#include "Windows.Xbox.System.Launcher.h"
#include "Windows.Xbox.System.Launcher.g.cpp"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
winrt::Windows::Foundation::IAsyncOperation<bool> Launcher::NavigateBackAsync()
{
throw hresult_not_implemented();
}
}

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#pragma once
#include "Windows.Xbox.System.Launcher.g.h"
// WARNING: This file is automatically generated by a tool. Do not directly
// add this file to your project, as any changes you make will be lost.
// This file is a stub you can use as a starting point for your implementation.
//
// To add a copy of this file to your project:
// 1. Copy this file from its original location to the location where you store
// your other source files (e.g. the project root).
// 2. Add the copied file to your project. In Visual Studio, you can use
// Project -> Add Existing Item.
// 3. Delete this comment and the 'static_assert' (below) from the copied file.
// Do not modify the original file.
//
// To update an existing file in your project:
// 1. Copy the relevant changes from this file and merge them into the copy
// you made previously.
//
// This assertion helps prevent accidental modification of generated files.
namespace winrt::Windows::Xbox::System::implementation
{
struct Launcher
{
Launcher() = default;
static winrt::Windows::Foundation::IAsyncOperation<bool> NavigateBackAsync();
};
}
namespace winrt::Windows::Xbox::System::factory_implementation
{
struct Launcher : LauncherT<Launcher, implementation::Launcher>
{
};
}

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