Struct windows::Gaming::Input::IGamepad_Vtbl
#[repr(C)]pub struct IGamepad_Vtbl {
pub base__: IInspectable_Vtbl,
pub Vibration: unsafe extern "system" fn(_: *mut c_void, _: *mut GamepadVibration) -> HRESULT,
pub SetVibration: unsafe extern "system" fn(_: *mut c_void, _: GamepadVibration) -> HRESULT,
pub GetCurrentReading: unsafe extern "system" fn(_: *mut c_void, _: *mut GamepadReading) -> HRESULT,
}
Fields§
§base__: IInspectable_Vtbl
§Vibration: unsafe extern "system" fn(_: *mut c_void, _: *mut GamepadVibration) -> HRESULT
§SetVibration: unsafe extern "system" fn(_: *mut c_void, _: GamepadVibration) -> HRESULT
§GetCurrentReading: unsafe extern "system" fn(_: *mut c_void, _: *mut GamepadReading) -> HRESULT
Auto Trait Implementations§
impl Freeze for IGamepad_Vtbl
impl RefUnwindSafe for IGamepad_Vtbl
impl Send for IGamepad_Vtbl
impl Sync for IGamepad_Vtbl
impl Unpin for IGamepad_Vtbl
impl UnwindSafe for IGamepad_Vtbl
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more