text: /* Header file automatically generated from windows.gaming.input.custom.idl */
  /*
   * File built with Microsoft(R) MIDLRT Compiler Engine Version 10.00.0223 
   */
  
  #pragma warning( disable: 4049 )  /* more than 64k source lines */
  
  /* verify that the <rpcndr.h> version is high enough to compile this file*/
  #ifndef __REQUIRED_RPCNDR_H_VERSION__
  #define __REQUIRED_RPCNDR_H_VERSION__ 500
  #endif
  
  /* verify that the <rpcsal.h> version is high enough to compile this file*/
  #ifndef __REQUIRED_RPCSAL_H_VERSION__
  #define __REQUIRED_RPCSAL_H_VERSION__ 100
  #endif
  
  #include <rpc.h>
  #include <rpcndr.h>
  
  #ifndef __RPCNDR_H_VERSION__
  #error this stub requires an updated version of <rpcndr.h>
  #endif /* __RPCNDR_H_VERSION__ */
  
  #ifndef COM_NO_WINDOWS_H
  #include <windows.h>
  #include <ole2.h>
  #endif /*COM_NO_WINDOWS_H*/
  #ifndef __windows2Egaming2Einput2Ecustom_h__
  #define __windows2Egaming2Einput2Ecustom_h__
  #ifndef __windows2Egaming2Einput2Ecustom_p_h__
  #define __windows2Egaming2Einput2Ecustom_p_h__
  
  
  #pragma once
  
  //
  // Deprecated attribute support
  //
  
  #pragma push_macro("DEPRECATED")
  #undef DEPRECATED
  
  #if !defined(DISABLE_WINRT_DEPRECATION)
  #if defined(__cplusplus)
  #if __cplusplus >= 201402
  #define DEPRECATED(x) [[deprecated(x)]]
  #define DEPRECATEDENUMERATOR(x) [[deprecated(x)]]
  #elif defined(_MSC_VER)
  #if _MSC_VER >= 1900
  #define DEPRECATED(x) [[deprecated(x)]]
  #define DEPRECATEDENUMERATOR(x) [[deprecated(x)]]
  #else
  #define DEPRECATED(x) __declspec(deprecated(x))
  #define DEPRECATEDENUMERATOR(x)
  #endif // _MSC_VER >= 1900
  #else // Not Standard C++ or MSVC, ignore the construct.
  #define DEPRECATED(x)
  #define DEPRECATEDENUMERATOR(x)
  #endif  // C++ deprecation
  #else // C - disable deprecation
  #define DEPRECATED(x)
  #define DEPRECATEDENUMERATOR(x)
  #endif
  #else // Deprecation is disabled
  #define DEPRECATED(x)
  #define DEPRECATEDENUMERATOR(x)
  #endif  /* DEPRECATED */
  
  // Disable Deprecation for this header, MIDL verifies that cross-type access is acceptable
  #ifdef __clang__
  #pragma clang diagnostic push
  #pragma clang diagnostic ignored "-Wdeprecated-declarations"
  #else
  #pragma warning(push)
  #pragma warning(disable: 4996)
  #endif
  
  // Ensure that the setting of the /ns_prefix command line switch is consistent for all headers.
  // If you get an error from the compiler indicating "warning C4005: 'CHECK_NS_PREFIX_STATE': macro redefinition", this
  // indicates that you have included two different headers with different settings for the /ns_prefix MIDL command line switch
  #if !defined(DISABLE_NS_PREFIX_CHECKS)
  #define CHECK_NS_PREFIX_STATE "always"
  #endif // !defined(DISABLE_NS_PREFIX_CHECKS)
  
  
  #pragma push_macro("MIDL_CONST_ID")
  #undef MIDL_CONST_ID
  #define MIDL_CONST_ID const __declspec(selectany)
  
  
  //  API Contract Inclusion Definitions
  #if !defined(SPECIFIC_API_CONTRACT_DEFINITIONS)
  #if !defined(WINDOWS_APPLICATIONMODEL_ACTIVATION_ACTIVATEDEVENTSCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_ACTIVATION_ACTIVATEDEVENTSCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_ACTIVATION_ACTIVATEDEVENTSCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_ACTIVATION_ACTIVATIONCAMERASETTINGSCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_ACTIVATION_ACTIVATIONCAMERASETTINGSCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_ACTIVATION_ACTIVATIONCAMERASETTINGSCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_ACTIVATION_CONTACTACTIVATEDEVENTSCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_ACTIVATION_CONTACTACTIVATEDEVENTSCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_ACTIVATION_CONTACTACTIVATEDEVENTSCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_ACTIVATION_WEBUISEARCHACTIVATEDEVENTSCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_ACTIVATION_WEBUISEARCHACTIVATEDEVENTSCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_ACTIVATION_WEBUISEARCHACTIVATEDEVENTSCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_BACKGROUND_BACKGROUNDALARMAPPLICATIONCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_BACKGROUND_BACKGROUNDALARMAPPLICATIONCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_BACKGROUND_BACKGROUNDALARMAPPLICATIONCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_CALLS_BACKGROUND_CALLSBACKGROUNDCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_CALLS_BACKGROUND_CALLSBACKGROUNDCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_CALLS_BACKGROUND_CALLSBACKGROUNDCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_CALLS_CALLSPHONECONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_CALLS_CALLSPHONECONTRACT_VERSION 0x40000
  #endif // defined(WINDOWS_APPLICATIONMODEL_CALLS_CALLSPHONECONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_CALLS_CALLSVOIPCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_CALLS_CALLSVOIPCONTRACT_VERSION 0x40000
  #endif // defined(WINDOWS_APPLICATIONMODEL_CALLS_CALLSVOIPCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_CALLS_LOCKSCREENCALLCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_CALLS_LOCKSCREENCALLCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_CALLS_LOCKSCREENCALLCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_COMMUNICATIONBLOCKING_COMMUNICATIONBLOCKINGCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_COMMUNICATIONBLOCKING_COMMUNICATIONBLOCKINGCONTRACT_VERSION 0x20000
  #endif // defined(WINDOWS_APPLICATIONMODEL_COMMUNICATIONBLOCKING_COMMUNICATIONBLOCKINGCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_FULLTRUSTAPPCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_FULLTRUSTAPPCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_FULLTRUSTAPPCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_SEARCH_SEARCHCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_SEARCH_SEARCHCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_SEARCH_SEARCHCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_STARTUPTASKCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_STARTUPTASKCONTRACT_VERSION 0x30000
  #endif // defined(WINDOWS_APPLICATIONMODEL_STARTUPTASKCONTRACT_VERSION)
  
  #if !defined(WINDOWS_APPLICATIONMODEL_WALLET_WALLETCONTRACT_VERSION)
  #define WINDOWS_APPLICATIONMODEL_WALLET_WALLETCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_APPLICATIONMODEL_WALLET_WALLETCONTRACT_VERSION)
  
  #if !defined(WINDOWS_DEVICES_PRINTERS_EXTENSIONS_EXTENSIONSCONTRACT_VERSION)
  #define WINDOWS_DEVICES_PRINTERS_EXTENSIONS_EXTENSIONSCONTRACT_VERSION 0x20000
  #endif // defined(WINDOWS_DEVICES_PRINTERS_EXTENSIONS_EXTENSIONSCONTRACT_VERSION)
  
  #if !defined(WINDOWS_DEVICES_SMARTCARDS_SMARTCARDBACKGROUNDTRIGGERCONTRACT_VERSION)
  #define WINDOWS_DEVICES_SMARTCARDS_SMARTCARDBACKGROUNDTRIGGERCONTRACT_VERSION 0x30000
  #endif // defined(WINDOWS_DEVICES_SMARTCARDS_SMARTCARDBACKGROUNDTRIGGERCONTRACT_VERSION)
  
  #if !defined(WINDOWS_DEVICES_SMARTCARDS_SMARTCARDEMULATORCONTRACT_VERSION)
  #define WINDOWS_DEVICES_SMARTCARDS_SMARTCARDEMULATORCONTRACT_VERSION 0x60000
  #endif // defined(WINDOWS_DEVICES_SMARTCARDS_SMARTCARDEMULATORCONTRACT_VERSION)
  
  #if !defined(WINDOWS_DEVICES_SMS_LEGACYSMSAPICONTRACT_VERSION)
  #define WINDOWS_DEVICES_SMS_LEGACYSMSAPICONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_DEVICES_SMS_LEGACYSMSAPICONTRACT_VERSION)
  
  #if !defined(WINDOWS_FOUNDATION_FOUNDATIONCONTRACT_VERSION)
  #define WINDOWS_FOUNDATION_FOUNDATIONCONTRACT_VERSION 0x30000
  #endif // defined(WINDOWS_FOUNDATION_FOUNDATIONCONTRACT_VERSION)
  
  #if !defined(WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION)
  #define WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION 0x70000
  #endif // defined(WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION)
  
  #if !defined(WINDOWS_GAMING_INPUT_GAMINGINPUTPREVIEWCONTRACT_VERSION)
  #define WINDOWS_GAMING_INPUT_GAMINGINPUTPREVIEWCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_GAMING_INPUT_GAMINGINPUTPREVIEWCONTRACT_VERSION)
  
  #if !defined(WINDOWS_GLOBALIZATION_GLOBALIZATIONJAPANESEPHONETICANALYZERCONTRACT_VERSION)
  #define WINDOWS_GLOBALIZATION_GLOBALIZATIONJAPANESEPHONETICANALYZERCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_GLOBALIZATION_GLOBALIZATIONJAPANESEPHONETICANALYZERCONTRACT_VERSION)
  
  #if !defined(WINDOWS_MEDIA_CAPTURE_APPBROADCASTCONTRACT_VERSION)
  #define WINDOWS_MEDIA_CAPTURE_APPBROADCASTCONTRACT_VERSION 0x20000
  #endif // defined(WINDOWS_MEDIA_CAPTURE_APPBROADCASTCONTRACT_VERSION)
  
  #if !defined(WINDOWS_MEDIA_CAPTURE_APPCAPTURECONTRACT_VERSION)
  #define WINDOWS_MEDIA_CAPTURE_APPCAPTURECONTRACT_VERSION 0x40000
  #endif // defined(WINDOWS_MEDIA_CAPTURE_APPCAPTURECONTRACT_VERSION)
  
  #if !defined(WINDOWS_MEDIA_CAPTURE_APPCAPTUREMETADATACONTRACT_VERSION)
  #define WINDOWS_MEDIA_CAPTURE_APPCAPTUREMETADATACONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_MEDIA_CAPTURE_APPCAPTUREMETADATACONTRACT_VERSION)
  
  #if !defined(WINDOWS_MEDIA_CAPTURE_CAMERACAPTUREUICONTRACT_VERSION)
  #define WINDOWS_MEDIA_CAPTURE_CAMERACAPTUREUICONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_MEDIA_CAPTURE_CAMERACAPTUREUICONTRACT_VERSION)
  
  #if !defined(WINDOWS_MEDIA_CAPTURE_GAMEBARCONTRACT_VERSION)
  #define WINDOWS_MEDIA_CAPTURE_GAMEBARCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_MEDIA_CAPTURE_GAMEBARCONTRACT_VERSION)
  
  #if !defined(WINDOWS_MEDIA_DEVICES_CALLCONTROLCONTRACT_VERSION)
  #define WINDOWS_MEDIA_DEVICES_CALLCONTROLCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_MEDIA_DEVICES_CALLCONTROLCONTRACT_VERSION)
  
  #if !defined(WINDOWS_MEDIA_MEDIACONTROLCONTRACT_VERSION)
  #define WINDOWS_MEDIA_MEDIACONTROLCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_MEDIA_MEDIACONTROLCONTRACT_VERSION)
  
  #if !defined(WINDOWS_MEDIA_PROTECTION_PROTECTIONRENEWALCONTRACT_VERSION)
  #define WINDOWS_MEDIA_PROTECTION_PROTECTIONRENEWALCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_MEDIA_PROTECTION_PROTECTIONRENEWALCONTRACT_VERSION)
  
  #if !defined(WINDOWS_NETWORKING_CONNECTIVITY_WWANCONTRACT_VERSION)
  #define WINDOWS_NETWORKING_CONNECTIVITY_WWANCONTRACT_VERSION 0x20000
  #endif // defined(WINDOWS_NETWORKING_CONNECTIVITY_WWANCONTRACT_VERSION)
  
  #if !defined(WINDOWS_NETWORKING_SOCKETS_CONTROLCHANNELTRIGGERCONTRACT_VERSION)
  #define WINDOWS_NETWORKING_SOCKETS_CONTROLCHANNELTRIGGERCONTRACT_VERSION 0x30000
  #endif // defined(WINDOWS_NETWORKING_SOCKETS_CONTROLCHANNELTRIGGERCONTRACT_VERSION)
  
  #if !defined(WINDOWS_PHONE_PHONECONTRACT_VERSION)
  #define WINDOWS_PHONE_PHONECONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_PHONE_PHONECONTRACT_VERSION)
  
  #if !defined(WINDOWS_PHONE_PHONEINTERNALCONTRACT_VERSION)
  #define WINDOWS_PHONE_PHONEINTERNALCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_PHONE_PHONEINTERNALCONTRACT_VERSION)
  
  #if !defined(WINDOWS_SECURITY_ENTERPRISEDATA_ENTERPRISEDATACONTRACT_VERSION)
  #define WINDOWS_SECURITY_ENTERPRISEDATA_ENTERPRISEDATACONTRACT_VERSION 0x50000
  #endif // defined(WINDOWS_SECURITY_ENTERPRISEDATA_ENTERPRISEDATACONTRACT_VERSION)
  
  #if !defined(WINDOWS_STORAGE_PROVIDER_CLOUDFILESCONTRACT_VERSION)
  #define WINDOWS_STORAGE_PROVIDER_CLOUDFILESCONTRACT_VERSION 0x30000
  #endif // defined(WINDOWS_STORAGE_PROVIDER_CLOUDFILESCONTRACT_VERSION)
  
  #if !defined(WINDOWS_SYSTEM_ANDROMEDAPLACEHOLDERCONTRACT_VERSION)
  #define WINDOWS_SYSTEM_ANDROMEDAPLACEHOLDERCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_SYSTEM_ANDROMEDAPLACEHOLDERCONTRACT_VERSION)
  
  #if !defined(WINDOWS_SYSTEM_SYSTEMMANAGEMENTCONTRACT_VERSION)
  #define WINDOWS_SYSTEM_SYSTEMMANAGEMENTCONTRACT_VERSION 0x60000
  #endif // defined(WINDOWS_SYSTEM_SYSTEMMANAGEMENTCONTRACT_VERSION)
  
  #if !defined(WINDOWS_UI_CORE_COREWINDOWDIALOGSCONTRACT_VERSION)
  #define WINDOWS_UI_CORE_COREWINDOWDIALOGSCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_UI_CORE_COREWINDOWDIALOGSCONTRACT_VERSION)
  
  #if !defined(WINDOWS_UI_VIEWMANAGEMENT_VIEWMANAGEMENTVIEWSCALINGCONTRACT_VERSION)
  #define WINDOWS_UI_VIEWMANAGEMENT_VIEWMANAGEMENTVIEWSCALINGCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_UI_VIEWMANAGEMENT_VIEWMANAGEMENTVIEWSCALINGCONTRACT_VERSION)
  
  #if !defined(WINDOWS_UI_WEBUI_CORE_WEBUICOMMANDBARCONTRACT_VERSION)
  #define WINDOWS_UI_WEBUI_CORE_WEBUICOMMANDBARCONTRACT_VERSION 0x10000
  #endif // defined(WINDOWS_UI_WEBUI_CORE_WEBUICOMMANDBARCONTRACT_VERSION)
  
  #endif // defined(SPECIFIC_API_CONTRACT_DEFINITIONS)
  
  
  // Header files for imported files
  #include "inspectable.h"
  #include "AsyncInfo.h"
  #include "EventToken.h"
  #include "windowscontracts.h"
  #include "Windows.Foundation.h"
  #include "Windows.Gaming.Input.h"
  #include "Windows.Storage.Streams.h"
  // Importing Collections header
  #include <windows.foundation.collections.h>
  
  #if defined(__cplusplus) && !defined(CINTERFACE)
  /* Forward Declarations */
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface ICustomGameControllerFactory;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IGameControllerFactoryManagerStatics;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics ABI::Windows::Gaming::Input::Custom::IGameControllerFactoryManagerStatics
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IGameControllerFactoryManagerStatics2;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 ABI::Windows::Gaming::Input::Custom::IGameControllerFactoryManagerStatics2
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IGameControllerInputSink;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink ABI::Windows::Gaming::Input::Custom::IGameControllerInputSink
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IGameControllerProvider;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider ABI::Windows::Gaming::Input::Custom::IGameControllerProvider
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IGipFirmwareUpdateResult;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IGipGameControllerInputSink;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink ABI::Windows::Gaming::Input::Custom::IGipGameControllerInputSink
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IGipGameControllerProvider;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider ABI::Windows::Gaming::Input::Custom::IGipGameControllerProvider
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IHidGameControllerInputSink;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink ABI::Windows::Gaming::Input::Custom::IHidGameControllerInputSink
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IHidGameControllerProvider;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider ABI::Windows::Gaming::Input::Custom::IHidGameControllerProvider
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IXusbGameControllerInputSink;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink ABI::Windows::Gaming::Input::Custom::IXusbGameControllerInputSink
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      interface IXusbGameControllerProvider;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider ABI::Windows::Gaming::Input::Custom::IXusbGameControllerProvider
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__
  
  // Parameterized interface forward declarations (C++)
  
  // Collection interface definitions
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      class GipFirmwareUpdateResult;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      struct GipFirmwareUpdateProgress;
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  #ifndef DEF___FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE
  #define DEF___FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE
  #if !defined(RO_NO_TEMPLATE_NAME)
  namespace ABI { namespace Windows { namespace Foundation {
  template <>
  struct __declspec(uuid("065c16af-49dc-5c94-afe2-9385937facc9"))
  IAsyncOperationProgressHandler<ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateResult*,struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> : IAsyncOperationProgressHandler_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateResult*, ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult*>,struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> 
  {
      static const wchar_t* z_get_rc_name_impl() 
      {
          return L"Windows.Foundation.AsyncOperationProgressHandler`2<Windows.Gaming.Input.Custom.GipFirmwareUpdateResult, Windows.Gaming.Input.Custom.GipFirmwareUpdateProgress>"; 
      }
  };
  // Define a typedef for the parameterized interface specialization's mangled name.
  // This allows code which uses the mangled name for the parameterized interface to access the
  // correct parameterized interface specialization.
  typedef IAsyncOperationProgressHandler<ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateResult*,struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t;
  #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress ABI::Windows::Foundation::__FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t
  /* ABI */ } /* Windows */ } /* Foundation */ }
  
  ////  Define an alias for the C version of the interface for compatibility purposes.
  //#define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress ABI::Windows::Foundation::IAsyncOperationProgressHandler<ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult*,ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress>
  //#define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t ABI::Windows::Foundation::IAsyncOperationProgressHandler<ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult*,ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress>
  #endif // !defined(RO_NO_TEMPLATE_NAME)
  #endif /* DEF___FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE */
  
  
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  #ifndef DEF___FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE
  #define DEF___FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE
  #if !defined(RO_NO_TEMPLATE_NAME)
  namespace ABI { namespace Windows { namespace Foundation {
  template <>
  struct __declspec(uuid("61b95949-a027-51d8-9f33-37927451502b"))
  IAsyncOperationWithProgressCompletedHandler<ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateResult*,struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> : IAsyncOperationWithProgressCompletedHandler_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateResult*, ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult*>,struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> 
  {
      static const wchar_t* z_get_rc_name_impl() 
      {
          return L"Windows.Foundation.AsyncOperationWithProgressCompletedHandler`2<Windows.Gaming.Input.Custom.GipFirmwareUpdateResult, Windows.Gaming.Input.Custom.GipFirmwareUpdateProgress>"; 
      }
  };
  // Define a typedef for the parameterized interface specialization's mangled name.
  // This allows code which uses the mangled name for the parameterized interface to access the
  // correct parameterized interface specialization.
  typedef IAsyncOperationWithProgressCompletedHandler<ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateResult*,struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t;
  #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress ABI::Windows::Foundation::__FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t
  /* ABI */ } /* Windows */ } /* Foundation */ }
  
  ////  Define an alias for the C version of the interface for compatibility purposes.
  //#define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress ABI::Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult*,ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress>
  //#define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t ABI::Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult*,ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress>
  #endif // !defined(RO_NO_TEMPLATE_NAME)
  #endif /* DEF___FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE */
  
  
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  #ifndef DEF___FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE
  #define DEF___FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE
  #if !defined(RO_NO_TEMPLATE_NAME)
  namespace ABI { namespace Windows { namespace Foundation {
  template <>
  struct __declspec(uuid("bfaa48bd-155f-5112-bd86-e01d6f7cd405"))
  IAsyncOperationWithProgress<ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateResult*,struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> : IAsyncOperationWithProgress_impl<ABI::Windows::Foundation::Internal::AggregateType<ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateResult*, ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult*>,struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> 
  {
      static const wchar_t* z_get_rc_name_impl() 
      {
          return L"Windows.Foundation.IAsyncOperationWithProgress`2<Windows.Gaming.Input.Custom.GipFirmwareUpdateResult, Windows.Gaming.Input.Custom.GipFirmwareUpdateProgress>"; 
      }
  };
  // Define a typedef for the parameterized interface specialization's mangled name.
  // This allows code which uses the mangled name for the parameterized interface to access the
  // correct parameterized interface specialization.
  typedef IAsyncOperationWithProgress<ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateResult*,struct ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress> __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t;
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress ABI::Windows::Foundation::__FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t
  /* ABI */ } /* Windows */ } /* Foundation */ }
  
  ////  Define an alias for the C version of the interface for compatibility purposes.
  //#define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress ABI::Windows::Foundation::IAsyncOperationWithProgress<ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult*,ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress>
  //#define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_t ABI::Windows::Foundation::IAsyncOperationWithProgress<ABI::Windows::Gaming::Input::Custom::IGipFirmwareUpdateResult*,ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateProgress>
  #endif // !defined(RO_NO_TEMPLATE_NAME)
  #endif /* DEF___FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_USE */
  
  
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  
  
  
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  interface IGameController;
              } /* Windows */
          } /* Gaming */
      } /* Input */} /* ABI */
  #define __x_ABI_CWindows_CGaming_CInput_CIGameController ABI::Windows::Gaming::Input::IGameController
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__
  
  
  
  
  
  #ifndef ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__
  #define ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__
  namespace ABI {
      namespace Windows {
          namespace Storage {
              namespace Streams {
                  interface IInputStream;
              } /* Windows */
          } /* Storage */
      } /* Streams */} /* ABI */
  #define __x_ABI_CWindows_CStorage_CStreams_CIInputStream ABI::Windows::Storage::Streams::IInputStream
  
  #endif // ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__
  
  
  
  
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      
                      typedef enum GipFirmwareUpdateStatus : int GipFirmwareUpdateStatus;
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      
                      typedef enum GipMessageClass : int GipMessageClass;
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      
                      typedef enum XusbDeviceSubtype : int XusbDeviceSubtype;
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      
                      typedef enum XusbDeviceType : int XusbDeviceType;
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      
                      typedef struct GameControllerVersionInfo GameControllerVersionInfo;
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      
                      typedef struct GipFirmwareUpdateProgress GipFirmwareUpdateProgress;
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      class GipGameControllerProvider;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      class HidGameControllerProvider;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      class XusbGameControllerProvider;
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  
  
  
  
  
  
  
  
  
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.GipFirmwareUpdateStatus
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [v1_enum, contract] */
                      enum GipFirmwareUpdateStatus : int
                      {
                          GipFirmwareUpdateStatus_Completed = 0,
                          GipFirmwareUpdateStatus_UpToDate = 1,
                          GipFirmwareUpdateStatus_Failed = 2,
                      };
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.GipMessageClass
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [v1_enum, contract] */
                      enum GipMessageClass : int
                      {
                          GipMessageClass_Command = 0,
                          GipMessageClass_LowLatency = 1,
                          GipMessageClass_StandardLatency = 2,
                      };
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.XusbDeviceSubtype
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [v1_enum, contract] */
                      enum XusbDeviceSubtype : int
                      {
                          XusbDeviceSubtype_Unknown = 0,
                          XusbDeviceSubtype_Gamepad = 1,
                          XusbDeviceSubtype_ArcadePad = 2,
                          XusbDeviceSubtype_ArcadeStick = 3,
                          XusbDeviceSubtype_FlightStick = 4,
                          XusbDeviceSubtype_Wheel = 5,
                          XusbDeviceSubtype_Guitar = 6,
                          XusbDeviceSubtype_GuitarAlternate = 7,
                          XusbDeviceSubtype_GuitarBass = 8,
                          XusbDeviceSubtype_DrumKit = 9,
                          XusbDeviceSubtype_DancePad = 10,
                      };
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.XusbDeviceType
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [v1_enum, contract] */
                      enum XusbDeviceType : int
                      {
                          XusbDeviceType_Unknown = 0,
                          XusbDeviceType_Gamepad = 1,
                      };
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.GameControllerVersionInfo
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [contract] */
                      struct GameControllerVersionInfo
                      {
                          UINT16 Major;
                          UINT16 Minor;
                          UINT16 Build;
                          UINT16 Revision;
                      };
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.GipFirmwareUpdateProgress
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [contract] */
                      struct GipFirmwareUpdateProgress
                      {
                          DOUBLE PercentCompleted;
                          UINT32 CurrentComponentId;
                      };
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.ICustomGameControllerFactory
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_ICustomGameControllerFactory[] = L"Windows.Gaming.Input.Custom.ICustomGameControllerFactory";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("69A0AE5E-758E-4CBE-ACE6-62155FE9126F"), contract] */
                      MIDL_INTERFACE("69A0AE5E-758E-4CBE-ACE6-62155FE9126F")
                      ICustomGameControllerFactory : public IInspectable
                      {
                      public:
                          virtual HRESULT STDMETHODCALLTYPE CreateGameController(
                              /* [in] */__RPC__in_opt ABI::Windows::Gaming::Input::Custom::IGameControllerProvider * provider,
                              /* [retval, out] */__RPC__deref_out_opt IInspectable * * value
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE OnGameControllerAdded(
                              /* [in] */__RPC__in_opt ABI::Windows::Gaming::Input::IGameController * value
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE OnGameControllerRemoved(
                              /* [in] */__RPC__in_opt ABI::Windows::Gaming::Input::IGameController * value
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_ICustomGameControllerFactory=_uuidof(ICustomGameControllerFactory);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GameControllerFactoryManager
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerFactoryManagerStatics[] = L"Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("36CB66E3-D0A1-4986-A24C-40B137DEBA9E"), exclusiveto, contract] */
                      MIDL_INTERFACE("36CB66E3-D0A1-4986-A24C-40B137DEBA9E")
                      IGameControllerFactoryManagerStatics : public IInspectable
                      {
                      public:
                          virtual HRESULT STDMETHODCALLTYPE RegisterCustomFactoryForGipInterface(
                              /* [in] */__RPC__in_opt ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory * factory,
                              /* [in] */GUID interfaceId
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE RegisterCustomFactoryForHardwareId(
                              /* [in] */__RPC__in_opt ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory * factory,
                              /* [in] */UINT16 hardwareVendorId,
                              /* [in] */UINT16 hardwareProductId
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE RegisterCustomFactoryForXusbType(
                              /* [in] */__RPC__in_opt ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory * factory,
                              /* [in] */ABI::Windows::Gaming::Input::Custom::XusbDeviceType xusbType,
                              /* [in] */ABI::Windows::Gaming::Input::Custom::XusbDeviceSubtype xusbSubtype
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IGameControllerFactoryManagerStatics=_uuidof(IGameControllerFactoryManagerStatics);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 4.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GameControllerFactoryManager
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerFactoryManagerStatics2[] = L"Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("EACE5644-19DF-4115-B32A-2793E2AEA3BB"), exclusiveto, contract] */
                      MIDL_INTERFACE("EACE5644-19DF-4115-B32A-2793E2AEA3BB")
                      IGameControllerFactoryManagerStatics2 : public IInspectable
                      {
                      public:
                          virtual HRESULT STDMETHODCALLTYPE TryGetFactoryControllerFromGameController(
                              /* [in] */__RPC__in_opt ABI::Windows::Gaming::Input::Custom::ICustomGameControllerFactory * factory,
                              /* [in] */__RPC__in_opt ABI::Windows::Gaming::Input::IGameController * gameController,
                              /* [retval, out] */__RPC__deref_out_opt ABI::Windows::Gaming::Input::IGameController * * factoryController
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IGameControllerFactoryManagerStatics2=_uuidof(IGameControllerFactoryManagerStatics2);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGameControllerInputSink
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IGameControllerInputSink";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("1FF6F922-C640-4C78-A820-9A715C558BCB"), contract] */
                      MIDL_INTERFACE("1FF6F922-C640-4C78-A820-9A715C558BCB")
                      IGameControllerInputSink : public IInspectable
                      {
                      public:
                          virtual HRESULT STDMETHODCALLTYPE OnInputResumed(
                              /* [in] */UINT64 timestamp
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE OnInputSuspended(
                              /* [in] */UINT64 timestamp
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IGameControllerInputSink=_uuidof(IGameControllerInputSink);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IGameControllerProvider";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("E6D73982-2996-4559-B16C-3E57D46E58D6"), contract] */
                      MIDL_INTERFACE("E6D73982-2996-4559-B16C-3E57D46E58D6")
                      IGameControllerProvider : public IInspectable
                      {
                      public:
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_FirmwareVersionInfo(
                              /* [retval, out] */__RPC__out ABI::Windows::Gaming::Input::Custom::GameControllerVersionInfo * value
                              ) = 0;
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_HardwareProductId(
                              /* [retval, out] */__RPC__out UINT16 * value
                              ) = 0;
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_HardwareVendorId(
                              /* [retval, out] */__RPC__out UINT16 * value
                              ) = 0;
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_HardwareVersionInfo(
                              /* [retval, out] */__RPC__out ABI::Windows::Gaming::Input::Custom::GameControllerVersionInfo * value
                              ) = 0;
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_IsConnected(
                              /* [retval, out] */__RPC__out boolean * value
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IGameControllerProvider=_uuidof(IGameControllerProvider);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GipFirmwareUpdateResult
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipFirmwareUpdateResult[] = L"Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("6B794D32-8553-4292-8E03-E16651A2F8BC"), exclusiveto, contract] */
                      MIDL_INTERFACE("6B794D32-8553-4292-8E03-E16651A2F8BC")
                      IGipFirmwareUpdateResult : public IInspectable
                      {
                      public:
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_ExtendedErrorCode(
                              /* [retval, out] */__RPC__out UINT32 * value
                              ) = 0;
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_FinalComponentId(
                              /* [retval, out] */__RPC__out UINT32 * value
                              ) = 0;
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_Status(
                              /* [retval, out] */__RPC__out ABI::Windows::Gaming::Input::Custom::GipFirmwareUpdateStatus * value
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IGipFirmwareUpdateResult=_uuidof(IGipFirmwareUpdateResult);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGipGameControllerInputSink
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerInputSink
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IGipGameControllerInputSink";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("A2108ABF-09F1-43BC-A140-80F899EC36FB"), contract] */
                      MIDL_INTERFACE("A2108ABF-09F1-43BC-A140-80F899EC36FB")
                      IGipGameControllerInputSink : public IInspectable
                      {
                      public:
                          virtual HRESULT STDMETHODCALLTYPE OnKeyReceived(
                              /* [in] */UINT64 timestamp,
                              /* [in] */BYTE keyCode,
                              /* [in] */boolean isPressed
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE OnMessageReceived(
                              /* [in] */UINT64 timestamp,
                              /* [in] */ABI::Windows::Gaming::Input::Custom::GipMessageClass messageClass,
                              /* [in] */BYTE messageId,
                              /* [in] */BYTE sequenceId,
                              /* [in] */UINT32 __messageBufferSize,
                              /* [size_is(__messageBufferSize), in] */__RPC__in_ecount_full(__messageBufferSize) BYTE * messageBuffer
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IGipGameControllerInputSink=_uuidof(IGipGameControllerInputSink);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGipGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GipGameControllerProvider
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IGipGameControllerProvider";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("DBCF1E19-1AF5-45A8-BF02-A0EE50C823FC"), exclusiveto, contract] */
                      MIDL_INTERFACE("DBCF1E19-1AF5-45A8-BF02-A0EE50C823FC")
                      IGipGameControllerProvider : public IInspectable
                      {
                      public:
                          virtual HRESULT STDMETHODCALLTYPE SendMessage(
                              /* [in] */ABI::Windows::Gaming::Input::Custom::GipMessageClass messageClass,
                              /* [in] */BYTE messageId,
                              /* [in] */UINT32 __messageBufferSize,
                              /* [size_is(__messageBufferSize), in] */__RPC__in_ecount_full(__messageBufferSize) BYTE * messageBuffer
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE SendReceiveMessage(
                              /* [in] */ABI::Windows::Gaming::Input::Custom::GipMessageClass messageClass,
                              /* [in] */BYTE messageId,
                              /* [in] */UINT32 __requestMessageBufferSize,
                              /* [size_is(__requestMessageBufferSize), in] */__RPC__in_ecount_full(__requestMessageBufferSize) BYTE * requestMessageBuffer,
                              /* [in] */UINT32 __responseMessageBufferSize,
                              /* [size_is(__responseMessageBufferSize), out] */__RPC__out_ecount_full(__responseMessageBufferSize) BYTE * responseMessageBuffer
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE UpdateFirmwareAsync(
                              /* [in] */__RPC__in_opt ABI::Windows::Storage::Streams::IInputStream * firmwareImage,
                              /* [retval, out] */__RPC__deref_out_opt __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * * result
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IGipGameControllerProvider=_uuidof(IGipGameControllerProvider);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IHidGameControllerInputSink
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 4.0
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerInputSink
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IHidGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IHidGameControllerInputSink";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("F754C322-182D-40E4-A126-FCEE4FFA1E31"), contract] */
                      MIDL_INTERFACE("F754C322-182D-40E4-A126-FCEE4FFA1E31")
                      IHidGameControllerInputSink : public IInspectable
                      {
                      public:
                          virtual HRESULT STDMETHODCALLTYPE OnInputReportReceived(
                              /* [in] */UINT64 timestamp,
                              /* [in] */BYTE reportId,
                              /* [in] */UINT32 __reportBufferSize,
                              /* [size_is(__reportBufferSize), in] */__RPC__in_ecount_full(__reportBufferSize) BYTE * reportBuffer
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IHidGameControllerInputSink=_uuidof(IHidGameControllerInputSink);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IHidGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 4.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.HidGameControllerProvider
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IHidGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IHidGameControllerProvider";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("95CE3AF4-ABF0-4B68-A081-3B7DE73FF0E7"), exclusiveto, contract] */
                      MIDL_INTERFACE("95CE3AF4-ABF0-4B68-A081-3B7DE73FF0E7")
                      IHidGameControllerProvider : public IInspectable
                      {
                      public:
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_UsageId(
                              /* [retval, out] */__RPC__out UINT16 * value
                              ) = 0;
                          /* [propget] */virtual HRESULT STDMETHODCALLTYPE get_UsagePage(
                              /* [retval, out] */__RPC__out UINT16 * value
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE GetFeatureReport(
                              /* [in] */BYTE reportId,
                              /* [in] */UINT32 __reportBufferSize,
                              /* [size_is(__reportBufferSize), out] */__RPC__out_ecount_full(__reportBufferSize) BYTE * reportBuffer
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE SendFeatureReport(
                              /* [in] */BYTE reportId,
                              /* [in] */UINT32 __reportBufferSize,
                              /* [size_is(__reportBufferSize), in] */__RPC__in_ecount_full(__reportBufferSize) BYTE * reportBuffer
                              ) = 0;
                          virtual HRESULT STDMETHODCALLTYPE SendOutputReport(
                              /* [in] */BYTE reportId,
                              /* [in] */UINT32 __reportBufferSize,
                              /* [size_is(__reportBufferSize), in] */__RPC__in_ecount_full(__reportBufferSize) BYTE * reportBuffer
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IHidGameControllerProvider=_uuidof(IHidGameControllerProvider);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IXusbGameControllerInputSink
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerInputSink
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IXusbGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IXusbGameControllerInputSink";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("B2AC1D95-6ECB-42B3-8AAB-025401CA4712"), contract] */
                      MIDL_INTERFACE("B2AC1D95-6ECB-42B3-8AAB-025401CA4712")
                      IXusbGameControllerInputSink : public IInspectable
                      {
                      public:
                          virtual HRESULT STDMETHODCALLTYPE OnInputReceived(
                              /* [in] */UINT64 timestamp,
                              /* [in] */BYTE reportId,
                              /* [in] */UINT32 __inputBufferSize,
                              /* [size_is(__inputBufferSize), in] */__RPC__in_ecount_full(__inputBufferSize) BYTE * inputBuffer
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IXusbGameControllerInputSink=_uuidof(IXusbGameControllerInputSink);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IXusbGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.XusbGameControllerProvider
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IXusbGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IXusbGameControllerProvider";
  namespace ABI {
      namespace Windows {
          namespace Gaming {
              namespace Input {
                  namespace Custom {
                      /* [object, uuid("6E2971EB-0EFB-48B4-808B-837643B2F216"), exclusiveto, contract] */
                      MIDL_INTERFACE("6E2971EB-0EFB-48B4-808B-837643B2F216")
                      IXusbGameControllerProvider : public IInspectable
                      {
                      public:
                          virtual HRESULT STDMETHODCALLTYPE SetVibration(
                              /* [in] */DOUBLE lowFrequencyMotorSpeed,
                              /* [in] */DOUBLE highFrequencyMotorSpeed
                              ) = 0;
                          
                      };
  
                      extern MIDL_CONST_ID IID & IID_IXusbGameControllerProvider=_uuidof(IXusbGameControllerProvider);
                      
                  } /* Windows */
              } /* Gaming */
          } /* Input */
      } /* Custom */} /* ABI */
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.GameControllerFactoryManager
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * RuntimeClass contains static methods.
   *   Static Methods exist on the Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2 interface starting with version 4.0 of the Windows.Foundation.UniversalApiContract API contract
   *   Static Methods exist on the Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics interface starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GameControllerFactoryManager_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GameControllerFactoryManager_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager[] = L"Windows.Gaming.Input.Custom.GameControllerFactoryManager";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.GipFirmwareUpdateResult
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Class implements the following interfaces:
   *    Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult ** Default Interface **
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult[] = L"Windows.Gaming.Input.Custom.GipFirmwareUpdateResult";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.GipGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Class implements the following interfaces:
   *    Windows.Gaming.Input.Custom.IGipGameControllerProvider ** Default Interface **
   *    Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GipGameControllerProvider_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GipGameControllerProvider_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GipGameControllerProvider[] = L"Windows.Gaming.Input.Custom.GipGameControllerProvider";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.HidGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 4.0
   *
   *
   * Class implements the following interfaces:
   *    Windows.Gaming.Input.Custom.IHidGameControllerProvider ** Default Interface **
   *    Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_HidGameControllerProvider_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_HidGameControllerProvider_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_HidGameControllerProvider[] = L"Windows.Gaming.Input.Custom.HidGameControllerProvider";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.XusbGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Class implements the following interfaces:
   *    Windows.Gaming.Input.Custom.IXusbGameControllerProvider ** Default Interface **
   *    Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_XusbGameControllerProvider_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_XusbGameControllerProvider_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_XusbGameControllerProvider[] = L"Windows.Gaming.Input.Custom.XusbGameControllerProvider";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  
  
  
  #else // !defined(__cplusplus)
  /* Forward Declarations */
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_FWD_DEFINED__
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_FWD_DEFINED__
  
  // Parameterized interface forward declarations (C)
  
  // Collection interface definitions
  
  struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateProgress;
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__)
  #define ____FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__
  
  typedef interface __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress;
  
  //  Declare the parameterized interface IID.
  EXTERN_C const IID IID___FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress;
  
  typedef interface __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress;
  
  typedef struct __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl
  {
      BEGIN_INTERFACE
  
      HRESULT ( STDMETHODCALLTYPE *QueryInterface )(__RPC__in __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This,
          /* [in] */ __RPC__in REFIID riid,
          /* [annotation][iid_is][out] */ 
          _COM_Outptr_  void **ppvObject);
      ULONG ( STDMETHODCALLTYPE *AddRef )(__RPC__in __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This);
      ULONG ( STDMETHODCALLTYPE *Release )(__RPC__in __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This);
  
      HRESULT ( STDMETHODCALLTYPE *Invoke )(__RPC__in __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This, /* [in] */ __RPC__in_opt __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress *asyncInfo, /* [in] */ UINT64 progressInfo);
      END_INTERFACE
  } __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl;
  
  interface __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress
  {
      CONST_VTBL struct __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_QueryInterface(This,riid,ppvObject)	\
      ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 
  #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_AddRef(This)	\
      ( (This)->lpVtbl -> AddRef(This) ) 
  #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Release(This)	\
      ( (This)->lpVtbl -> Release(This) ) 
  
  #define __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Invoke(This,asyncInfo,progressInfo)	\
      ( (This)->lpVtbl -> Invoke(This,asyncInfo,progressInfo) ) 
  #endif /* COBJMACROS */
  
  
  #endif // ____FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__
  
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__)
  #define ____FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__
  
  typedef interface __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress;
  
  //  Declare the parameterized interface IID.
  EXTERN_C const IID IID___FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress;
  
  //  Forward declare the async operation.
  typedef interface __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress;
  
  typedef struct __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface )(__RPC__in __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This,
          /* [in] */ __RPC__in REFIID riid,
          /* [annotation][iid_is][out] */ 
          _COM_Outptr_  void **ppvObject);
      ULONG ( STDMETHODCALLTYPE *AddRef )(__RPC__in __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This);
      ULONG ( STDMETHODCALLTYPE *Release )(__RPC__in __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This);
  
      HRESULT ( STDMETHODCALLTYPE *Invoke )(__RPC__in __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This, /* [in] */ __RPC__in_opt __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress *asyncInfo, /* [in] */ AsyncStatus status);
      END_INTERFACE
  } __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl;
  
  interface __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress
  {
      CONST_VTBL struct __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl *lpVtbl;
  };
  
  
  
  #ifdef COBJMACROS
  #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_QueryInterface(This,riid,ppvObject)	\
      ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 
  #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_AddRef(This)	\
      ( (This)->lpVtbl -> AddRef(This) ) 
  #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Release(This)	\
      ( (This)->lpVtbl -> Release(This) ) 
  
  #define __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Invoke(This,asyncInfo,status)	\
      ( (This)->lpVtbl -> Invoke(This,asyncInfo,status) ) 
  #endif /* COBJMACROS */
  
  
  
  #endif // ____FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__
  
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__)
  #define ____FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__
  
  typedef interface __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress;
  
  //  Declare the parameterized interface IID.
  EXTERN_C const IID IID___FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress;
  
  typedef struct __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This,
          /* [in] */ __RPC__in REFIID riid,
          /* [annotation][iid_is][out] */ 
          _COM_Outptr_  void **ppvObject);
      ULONG ( STDMETHODCALLTYPE *AddRef )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This);
      ULONG ( STDMETHODCALLTYPE *Release )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This);
  
      HRESULT ( STDMETHODCALLTYPE *GetIids )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This,
          /* [out] */ __RPC__out ULONG *iidCount,
          /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids);
      HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This, /* [out] */ __RPC__deref_out_opt HSTRING *className);
      HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This, /* [out] */ __RPC__out TrustLevel *trustLevel);
  
      /* [propput] */ HRESULT ( STDMETHODCALLTYPE *put_Progress )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This, /* [in] */ __RPC__in_opt __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress *handler);
      /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_Progress )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This, /* [retval][out] */ __RPC__deref_out_opt __FIAsyncOperationProgressHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress **handler);
      /* [propput] */ HRESULT ( STDMETHODCALLTYPE *put_Completed )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This, /* [in] */ __RPC__in_opt __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress *handler);
      /* [propget] */ HRESULT ( STDMETHODCALLTYPE *get_Completed )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This, /* [retval][out] */ __RPC__deref_out_opt __FIAsyncOperationWithProgressCompletedHandler_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress **handler);
      HRESULT ( STDMETHODCALLTYPE *GetResults )(__RPC__in __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * This, /* [retval][out] */ __RPC__deref_out_opt __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * *results);
      END_INTERFACE
  } __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl;
  
  interface __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress
  {
      CONST_VTBL struct __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgressVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_QueryInterface(This,riid,ppvObject)	\
      ( (This)->lpVtbl -> QueryInterface(This,riid,ppvObject) ) 
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_AddRef(This)	\
      ( (This)->lpVtbl -> AddRef(This) ) 
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_Release(This)	\
      ( (This)->lpVtbl -> Release(This) ) 
  
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_GetIids(This,iidCount,iids)	\
      ( (This)->lpVtbl -> GetIids(This,iidCount,iids) ) 
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_GetRuntimeClassName(This,className)	\
      ( (This)->lpVtbl -> GetRuntimeClassName(This,className) ) 
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_GetTrustLevel(This,trustLevel)	\
      ( (This)->lpVtbl -> GetTrustLevel(This,trustLevel) ) 
  
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_put_Progress(This,handler)	\
      ( (This)->lpVtbl -> put_Progress(This,handler) ) 
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_get_Progress(This,handler)	\
      ( (This)->lpVtbl -> get_Progress(This,handler) ) 
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_put_Completed(This,handler)	\
      ( (This)->lpVtbl -> put_Completed(This,handler) ) 
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_get_Completed(This,handler)	\
      ( (This)->lpVtbl -> get_Completed(This,handler) ) 
  #define __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_GetResults(This,results)	\
      ( (This)->lpVtbl -> GetResults(This,results) ) 
  #endif /* COBJMACROS */
  
  
  
  #endif // ____FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress_INTERFACE_DEFINED__
  
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  
  
  
  #ifndef ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__
  #define ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CGaming_CInput_CIGameController __x_ABI_CWindows_CGaming_CInput_CIGameController;
  
  #endif // ____x_ABI_CWindows_CGaming_CInput_CIGameController_FWD_DEFINED__
  
  
  
  
  
  #ifndef ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__
  #define ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__
  typedef interface __x_ABI_CWindows_CStorage_CStreams_CIInputStream __x_ABI_CWindows_CStorage_CStreams_CIInputStream;
  
  #endif // ____x_ABI_CWindows_CStorage_CStreams_CIInputStream_FWD_DEFINED__
  
  
  
  
  
  
  typedef enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateStatus __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateStatus;
  
  
  typedef enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass __x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass;
  
  
  typedef enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceSubtype __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceSubtype;
  
  
  typedef enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceType __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceType;
  
  
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo;
  
  
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateProgress __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateProgress;
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.GipFirmwareUpdateStatus
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  /* [v1_enum, contract] */
  enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateStatus
  {
      GipFirmwareUpdateStatus_Completed = 0,
      GipFirmwareUpdateStatus_UpToDate = 1,
      GipFirmwareUpdateStatus_Failed = 2,
  };
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.GipMessageClass
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  /* [v1_enum, contract] */
  enum __x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass
  {
      GipMessageClass_Command = 0,
      GipMessageClass_LowLatency = 1,
      GipMessageClass_StandardLatency = 2,
  };
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.XusbDeviceSubtype
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  /* [v1_enum, contract] */
  enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceSubtype
  {
      XusbDeviceSubtype_Unknown = 0,
      XusbDeviceSubtype_Gamepad = 1,
      XusbDeviceSubtype_ArcadePad = 2,
      XusbDeviceSubtype_ArcadeStick = 3,
      XusbDeviceSubtype_FlightStick = 4,
      XusbDeviceSubtype_Wheel = 5,
      XusbDeviceSubtype_Guitar = 6,
      XusbDeviceSubtype_GuitarAlternate = 7,
      XusbDeviceSubtype_GuitarBass = 8,
      XusbDeviceSubtype_DrumKit = 9,
      XusbDeviceSubtype_DancePad = 10,
  };
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.XusbDeviceType
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  /* [v1_enum, contract] */
  enum __x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceType
  {
      XusbDeviceType_Unknown = 0,
      XusbDeviceType_Gamepad = 1,
  };
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.GameControllerVersionInfo
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  /* [contract] */
  struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo
  {
      UINT16 Major;
      UINT16 Minor;
      UINT16 Build;
      UINT16 Revision;
  };
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Struct Windows.Gaming.Input.Custom.GipFirmwareUpdateProgress
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  /* [contract] */
  struct __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateProgress
  {
      DOUBLE PercentCompleted;
      UINT32 CurrentComponentId;
  };
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.ICustomGameControllerFactory
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_ICustomGameControllerFactory[] = L"Windows.Gaming.Input.Custom.ICustomGameControllerFactory";
  /* [object, uuid("69A0AE5E-758E-4CBE-ACE6-62155FE9126F"), contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactoryVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  HRESULT ( STDMETHODCALLTYPE *CreateGameController )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * This,
          /* [in] */__RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * provider,
          /* [retval, out] */__RPC__deref_out_opt IInspectable * * value
          );
      HRESULT ( STDMETHODCALLTYPE *OnGameControllerAdded )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * This,
          /* [in] */__RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CIGameController * value
          );
      HRESULT ( STDMETHODCALLTYPE *OnGameControllerRemoved )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * This,
          /* [in] */__RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CIGameController * value
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactoryVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactoryVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_CreateGameController(This,provider,value) \
      ( (This)->lpVtbl->CreateGameController(This,provider,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_OnGameControllerAdded(This,value) \
      ( (This)->lpVtbl->OnGameControllerAdded(This,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_OnGameControllerRemoved(This,value) \
      ( (This)->lpVtbl->OnGameControllerRemoved(This,value) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GameControllerFactoryManager
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerFactoryManagerStatics[] = L"Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics";
  /* [object, uuid("36CB66E3-D0A1-4986-A24C-40B137DEBA9E"), exclusiveto, contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStaticsVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  HRESULT ( STDMETHODCALLTYPE *RegisterCustomFactoryForGipInterface )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics * This,
          /* [in] */__RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * factory,
          /* [in] */GUID interfaceId
          );
      HRESULT ( STDMETHODCALLTYPE *RegisterCustomFactoryForHardwareId )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics * This,
          /* [in] */__RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * factory,
          /* [in] */UINT16 hardwareVendorId,
          /* [in] */UINT16 hardwareProductId
          );
      HRESULT ( STDMETHODCALLTYPE *RegisterCustomFactoryForXusbType )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics * This,
          /* [in] */__RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * factory,
          /* [in] */__x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceType xusbType,
          /* [in] */__x_ABI_CWindows_CGaming_CInput_CCustom_CXusbDeviceSubtype xusbSubtype
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStaticsVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStaticsVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_RegisterCustomFactoryForGipInterface(This,factory,interfaceId) \
      ( (This)->lpVtbl->RegisterCustomFactoryForGipInterface(This,factory,interfaceId) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_RegisterCustomFactoryForHardwareId(This,factory,hardwareVendorId,hardwareProductId) \
      ( (This)->lpVtbl->RegisterCustomFactoryForHardwareId(This,factory,hardwareVendorId,hardwareProductId) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_RegisterCustomFactoryForXusbType(This,factory,xusbType,xusbSubtype) \
      ( (This)->lpVtbl->RegisterCustomFactoryForXusbType(This,factory,xusbType,xusbSubtype) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 4.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GameControllerFactoryManager
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerFactoryManagerStatics2[] = L"Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2";
  /* [object, uuid("EACE5644-19DF-4115-B32A-2793E2AEA3BB"), exclusiveto, contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2Vtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  HRESULT ( STDMETHODCALLTYPE *TryGetFactoryControllerFromGameController )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2 * This,
          /* [in] */__RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CCustom_CICustomGameControllerFactory * factory,
          /* [in] */__RPC__in_opt __x_ABI_CWindows_CGaming_CInput_CIGameController * gameController,
          /* [retval, out] */__RPC__deref_out_opt __x_ABI_CWindows_CGaming_CInput_CIGameController * * factoryController
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2Vtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2Vtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_TryGetFactoryControllerFromGameController(This,factory,gameController,factoryController) \
      ( (This)->lpVtbl->TryGetFactoryControllerFromGameController(This,factory,gameController,factoryController) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerFactoryManagerStatics2_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGameControllerInputSink
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IGameControllerInputSink";
  /* [object, uuid("1FF6F922-C640-4C78-A820-9A715C558BCB"), contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSinkVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  HRESULT ( STDMETHODCALLTYPE *OnInputResumed )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink * This,
          /* [in] */UINT64 timestamp
          );
      HRESULT ( STDMETHODCALLTYPE *OnInputSuspended )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink * This,
          /* [in] */UINT64 timestamp
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSinkVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSinkVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_OnInputResumed(This,timestamp) \
      ( (This)->lpVtbl->OnInputResumed(This,timestamp) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_OnInputSuspended(This,timestamp) \
      ( (This)->lpVtbl->OnInputSuspended(This,timestamp) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerInputSink_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IGameControllerProvider";
  /* [object, uuid("E6D73982-2996-4559-B16C-3E57D46E58D6"), contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProviderVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_FirmwareVersionInfo )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This,
          /* [retval, out] */__RPC__out __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo * value
          );
      /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_HardwareProductId )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This,
          /* [retval, out] */__RPC__out UINT16 * value
          );
      /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_HardwareVendorId )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This,
          /* [retval, out] */__RPC__out UINT16 * value
          );
      /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_HardwareVersionInfo )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This,
          /* [retval, out] */__RPC__out __x_ABI_CWindows_CGaming_CInput_CCustom_CGameControllerVersionInfo * value
          );
      /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_IsConnected )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider * This,
          /* [retval, out] */__RPC__out boolean * value
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProviderVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProviderVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_FirmwareVersionInfo(This,value) \
      ( (This)->lpVtbl->get_FirmwareVersionInfo(This,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_HardwareProductId(This,value) \
      ( (This)->lpVtbl->get_HardwareProductId(This,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_HardwareVendorId(This,value) \
      ( (This)->lpVtbl->get_HardwareVendorId(This,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_HardwareVersionInfo(This,value) \
      ( (This)->lpVtbl->get_HardwareVersionInfo(This,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_get_IsConnected(This,value) \
      ( (This)->lpVtbl->get_IsConnected(This,value) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGameControllerProvider_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GipFirmwareUpdateResult
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipFirmwareUpdateResult[] = L"Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult";
  /* [object, uuid("6B794D32-8553-4292-8E03-E16651A2F8BC"), exclusiveto, contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResultVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_ExtendedErrorCode )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * This,
          /* [retval, out] */__RPC__out UINT32 * value
          );
      /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_FinalComponentId )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * This,
          /* [retval, out] */__RPC__out UINT32 * value
          );
      /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_Status )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult * This,
          /* [retval, out] */__RPC__out __x_ABI_CWindows_CGaming_CInput_CCustom_CGipFirmwareUpdateStatus * value
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResultVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResultVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_get_ExtendedErrorCode(This,value) \
      ( (This)->lpVtbl->get_ExtendedErrorCode(This,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_get_FinalComponentId(This,value) \
      ( (This)->lpVtbl->get_FinalComponentId(This,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_get_Status(This,value) \
      ( (This)->lpVtbl->get_Status(This,value) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipFirmwareUpdateResult_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGipGameControllerInputSink
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerInputSink
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IGipGameControllerInputSink";
  /* [object, uuid("A2108ABF-09F1-43BC-A140-80F899EC36FB"), contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSinkVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  HRESULT ( STDMETHODCALLTYPE *OnKeyReceived )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink * This,
          /* [in] */UINT64 timestamp,
          /* [in] */BYTE keyCode,
          /* [in] */boolean isPressed
          );
      HRESULT ( STDMETHODCALLTYPE *OnMessageReceived )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink * This,
          /* [in] */UINT64 timestamp,
          /* [in] */__x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass messageClass,
          /* [in] */BYTE messageId,
          /* [in] */BYTE sequenceId,
          /* [in] */UINT32 __messageBufferSize,
          /* [size_is(__messageBufferSize), in] */__RPC__in_ecount_full(__messageBufferSize) BYTE * messageBuffer
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSinkVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSinkVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_OnKeyReceived(This,timestamp,keyCode,isPressed) \
      ( (This)->lpVtbl->OnKeyReceived(This,timestamp,keyCode,isPressed) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_OnMessageReceived(This,timestamp,messageClass,messageId,sequenceId,__messageBufferSize,messageBuffer) \
      ( (This)->lpVtbl->OnMessageReceived(This,timestamp,messageClass,messageId,sequenceId,__messageBufferSize,messageBuffer) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerInputSink_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IGipGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.GipGameControllerProvider
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IGipGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IGipGameControllerProvider";
  /* [object, uuid("DBCF1E19-1AF5-45A8-BF02-A0EE50C823FC"), exclusiveto, contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProviderVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  HRESULT ( STDMETHODCALLTYPE *SendMessage )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider * This,
          /* [in] */__x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass messageClass,
          /* [in] */BYTE messageId,
          /* [in] */UINT32 __messageBufferSize,
          /* [size_is(__messageBufferSize), in] */__RPC__in_ecount_full(__messageBufferSize) BYTE * messageBuffer
          );
      HRESULT ( STDMETHODCALLTYPE *SendReceiveMessage )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider * This,
          /* [in] */__x_ABI_CWindows_CGaming_CInput_CCustom_CGipMessageClass messageClass,
          /* [in] */BYTE messageId,
          /* [in] */UINT32 __requestMessageBufferSize,
          /* [size_is(__requestMessageBufferSize), in] */__RPC__in_ecount_full(__requestMessageBufferSize) BYTE * requestMessageBuffer,
          /* [in] */UINT32 __responseMessageBufferSize,
          /* [size_is(__responseMessageBufferSize), out] */__RPC__out_ecount_full(__responseMessageBufferSize) BYTE * responseMessageBuffer
          );
      HRESULT ( STDMETHODCALLTYPE *UpdateFirmwareAsync )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider * This,
          /* [in] */__RPC__in_opt __x_ABI_CWindows_CStorage_CStreams_CIInputStream * firmwareImage,
          /* [retval, out] */__RPC__deref_out_opt __FIAsyncOperationWithProgress_2_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateResult_Windows__CGaming__CInput__CCustom__CGipFirmwareUpdateProgress * * result
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProviderVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProviderVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_SendMessage(This,messageClass,messageId,__messageBufferSize,messageBuffer) \
      ( (This)->lpVtbl->SendMessage(This,messageClass,messageId,__messageBufferSize,messageBuffer) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_SendReceiveMessage(This,messageClass,messageId,__requestMessageBufferSize,requestMessageBuffer,__responseMessageBufferSize,responseMessageBuffer) \
      ( (This)->lpVtbl->SendReceiveMessage(This,messageClass,messageId,__requestMessageBufferSize,requestMessageBuffer,__responseMessageBufferSize,responseMessageBuffer) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_UpdateFirmwareAsync(This,firmwareImage,result) \
      ( (This)->lpVtbl->UpdateFirmwareAsync(This,firmwareImage,result) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIGipGameControllerProvider_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IHidGameControllerInputSink
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 4.0
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerInputSink
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IHidGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IHidGameControllerInputSink";
  /* [object, uuid("F754C322-182D-40E4-A126-FCEE4FFA1E31"), contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSinkVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  HRESULT ( STDMETHODCALLTYPE *OnInputReportReceived )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink * This,
          /* [in] */UINT64 timestamp,
          /* [in] */BYTE reportId,
          /* [in] */UINT32 __reportBufferSize,
          /* [size_is(__reportBufferSize), in] */__RPC__in_ecount_full(__reportBufferSize) BYTE * reportBuffer
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSinkVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSinkVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_OnInputReportReceived(This,timestamp,reportId,__reportBufferSize,reportBuffer) \
      ( (This)->lpVtbl->OnInputReportReceived(This,timestamp,reportId,__reportBufferSize,reportBuffer) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerInputSink_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IHidGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 4.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.HidGameControllerProvider
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IHidGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IHidGameControllerProvider";
  /* [object, uuid("95CE3AF4-ABF0-4B68-A081-3B7DE73FF0E7"), exclusiveto, contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProviderVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_UsageId )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This,
          /* [retval, out] */__RPC__out UINT16 * value
          );
      /* [propget] */HRESULT ( STDMETHODCALLTYPE *get_UsagePage )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This,
          /* [retval, out] */__RPC__out UINT16 * value
          );
      HRESULT ( STDMETHODCALLTYPE *GetFeatureReport )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This,
          /* [in] */BYTE reportId,
          /* [in] */UINT32 __reportBufferSize,
          /* [size_is(__reportBufferSize), out] */__RPC__out_ecount_full(__reportBufferSize) BYTE * reportBuffer
          );
      HRESULT ( STDMETHODCALLTYPE *SendFeatureReport )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This,
          /* [in] */BYTE reportId,
          /* [in] */UINT32 __reportBufferSize,
          /* [size_is(__reportBufferSize), in] */__RPC__in_ecount_full(__reportBufferSize) BYTE * reportBuffer
          );
      HRESULT ( STDMETHODCALLTYPE *SendOutputReport )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider * This,
          /* [in] */BYTE reportId,
          /* [in] */UINT32 __reportBufferSize,
          /* [size_is(__reportBufferSize), in] */__RPC__in_ecount_full(__reportBufferSize) BYTE * reportBuffer
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProviderVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProviderVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_get_UsageId(This,value) \
      ( (This)->lpVtbl->get_UsageId(This,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_get_UsagePage(This,value) \
      ( (This)->lpVtbl->get_UsagePage(This,value) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_GetFeatureReport(This,reportId,__reportBufferSize,reportBuffer) \
      ( (This)->lpVtbl->GetFeatureReport(This,reportId,__reportBufferSize,reportBuffer) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_SendFeatureReport(This,reportId,__reportBufferSize,reportBuffer) \
      ( (This)->lpVtbl->SendFeatureReport(This,reportId,__reportBufferSize,reportBuffer) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_SendOutputReport(This,reportId,__reportBufferSize,reportBuffer) \
      ( (This)->lpVtbl->SendOutputReport(This,reportId,__reportBufferSize,reportBuffer) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIHidGameControllerProvider_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IXusbGameControllerInputSink
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerInputSink
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IXusbGameControllerInputSink[] = L"Windows.Gaming.Input.Custom.IXusbGameControllerInputSink";
  /* [object, uuid("B2AC1D95-6ECB-42B3-8AAB-025401CA4712"), contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSinkVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  HRESULT ( STDMETHODCALLTYPE *OnInputReceived )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink * This,
          /* [in] */UINT64 timestamp,
          /* [in] */BYTE reportId,
          /* [in] */UINT32 __inputBufferSize,
          /* [size_is(__inputBufferSize), in] */__RPC__in_ecount_full(__inputBufferSize) BYTE * inputBuffer
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSinkVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSinkVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_OnInputReceived(This,timestamp,reportId,__inputBufferSize,inputBuffer) \
      ( (This)->lpVtbl->OnInputReceived(This,timestamp,reportId,__inputBufferSize,inputBuffer) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerInputSink_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Interface Windows.Gaming.Input.Custom.IXusbGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Interface is a part of the implementation of type Windows.Gaming.Input.Custom.XusbGameControllerProvider
   *
   *
   * Any object which implements this interface must also implement the following interfaces:
   *     Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #if !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__)
  #define ____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__
  extern const __declspec(selectany) _Null_terminated_ WCHAR InterfaceName_Windows_Gaming_Input_Custom_IXusbGameControllerProvider[] = L"Windows.Gaming.Input.Custom.IXusbGameControllerProvider";
  /* [object, uuid("6E2971EB-0EFB-48B4-808B-837643B2F216"), exclusiveto, contract] */
  typedef struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProviderVtbl
  {
      BEGIN_INTERFACE
      HRESULT ( STDMETHODCALLTYPE *QueryInterface)(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider * This,
      /* [in] */ __RPC__in REFIID riid,
      /* [annotation][iid_is][out] */
      _COM_Outptr_  void **ppvObject
      );
  
  ULONG ( STDMETHODCALLTYPE *AddRef )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider * This
      );
  
  ULONG ( STDMETHODCALLTYPE *Release )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider * This
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetIids )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider * This,
      /* [out] */ __RPC__out ULONG *iidCount,
      /* [size_is][size_is][out] */ __RPC__deref_out_ecount_full_opt(*iidCount) IID **iids
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetRuntimeClassName )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider * This,
      /* [out] */ __RPC__deref_out_opt HSTRING *className
      );
  
  HRESULT ( STDMETHODCALLTYPE *GetTrustLevel )(
      __RPC__in __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider * This,
      /* [OUT ] */ __RPC__out TrustLevel *trustLevel
      );
  HRESULT ( STDMETHODCALLTYPE *SetVibration )(
          __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider * This,
          /* [in] */DOUBLE lowFrequencyMotorSpeed,
          /* [in] */DOUBLE highFrequencyMotorSpeed
          );
      END_INTERFACE
      
  } __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProviderVtbl;
  
  interface __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider
  {
      CONST_VTBL struct __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProviderVtbl *lpVtbl;
  };
  
  #ifdef COBJMACROS
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_QueryInterface(This,riid,ppvObject) \
  ( (This)->lpVtbl->QueryInterface(This,riid,ppvObject) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_AddRef(This) \
          ( (This)->lpVtbl->AddRef(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_Release(This) \
          ( (This)->lpVtbl->Release(This) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_GetIids(This,iidCount,iids) \
          ( (This)->lpVtbl->GetIids(This,iidCount,iids) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_GetRuntimeClassName(This,className) \
          ( (This)->lpVtbl->GetRuntimeClassName(This,className) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_GetTrustLevel(This,trustLevel) \
          ( (This)->lpVtbl->GetTrustLevel(This,trustLevel) )
  
  #define __x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_SetVibration(This,lowFrequencyMotorSpeed,highFrequencyMotorSpeed) \
      ( (This)->lpVtbl->SetVibration(This,lowFrequencyMotorSpeed,highFrequencyMotorSpeed) )
  
  
  #endif /* COBJMACROS */
  
  
  EXTERN_C const IID IID___x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider;
  #endif /* !defined(____x_ABI_CWindows_CGaming_CInput_CCustom_CIXusbGameControllerProvider_INTERFACE_DEFINED__) */
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.GameControllerFactoryManager
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * RuntimeClass contains static methods.
   *   Static Methods exist on the Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics2 interface starting with version 4.0 of the Windows.Foundation.UniversalApiContract API contract
   *   Static Methods exist on the Windows.Gaming.Input.Custom.IGameControllerFactoryManagerStatics interface starting with version 3.0 of the Windows.Foundation.UniversalApiContract API contract
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GameControllerFactoryManager_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GameControllerFactoryManager_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager[] = L"Windows.Gaming.Input.Custom.GameControllerFactoryManager";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.GipFirmwareUpdateResult
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Class implements the following interfaces:
   *    Windows.Gaming.Input.Custom.IGipFirmwareUpdateResult ** Default Interface **
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GipFirmwareUpdateResult[] = L"Windows.Gaming.Input.Custom.GipFirmwareUpdateResult";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.GipGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Class implements the following interfaces:
   *    Windows.Gaming.Input.Custom.IGipGameControllerProvider ** Default Interface **
   *    Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_GipGameControllerProvider_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_GipGameControllerProvider_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_GipGameControllerProvider[] = L"Windows.Gaming.Input.Custom.GipGameControllerProvider";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.HidGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 4.0
   *
   *
   * Class implements the following interfaces:
   *    Windows.Gaming.Input.Custom.IHidGameControllerProvider ** Default Interface **
   *    Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_HidGameControllerProvider_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_HidGameControllerProvider_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_HidGameControllerProvider[] = L"Windows.Gaming.Input.Custom.HidGameControllerProvider";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x40000
  
  
  /*
   *
   * Class Windows.Gaming.Input.Custom.XusbGameControllerProvider
   *
   * Introduced to Windows.Foundation.UniversalApiContract in version 3.0
   *
   *
   * Class implements the following interfaces:
   *    Windows.Gaming.Input.Custom.IXusbGameControllerProvider ** Default Interface **
   *    Windows.Gaming.Input.Custom.IGameControllerProvider
   *
   * Class Threading Model:  Both Single and Multi Threaded Apartment
   *
   * Class Marshaling Behavior:  Agile - Class is agile
   *
   */
  #if WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  #ifndef RUNTIMECLASS_Windows_Gaming_Input_Custom_XusbGameControllerProvider_DEFINED
  #define RUNTIMECLASS_Windows_Gaming_Input_Custom_XusbGameControllerProvider_DEFINED
  extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_Windows_Gaming_Input_Custom_XusbGameControllerProvider[] = L"Windows.Gaming.Input.Custom.XusbGameControllerProvider";
  #endif
  #endif // WINDOWS_FOUNDATION_UNIVERSALAPICONTRACT_VERSION >= 0x30000
  
  
  
  
  
  #endif // defined(__cplusplus)
  #pragma pop_macro("MIDL_CONST_ID")
  // Restore the original value of the 'DEPRECATED' macro
  #pragma pop_macro("DEPRECATED")
  
  #ifdef __clang__
  #pragma clang diagnostic pop // deprecated-declarations
  #else
  #pragma warning(pop)
  #endif
  #endif // __windows2Egaming2Einput2Ecustom_p_h__
  
  #endif // __windows2Egaming2Einput2Ecustom_h__
  