Win32 API 日本語リファレンス
ホームUI.Input.GameInput › GameInputRawDevicePhysicalUnitKind

GameInputRawDevicePhysicalUnitKind

列挙型
基底型i4

メンバー 26

名前10進16進
GameInputPhysicalUnitUnknown-10xFFFFFFFF
GameInputPhysicalUnitNone00x0
GameInputPhysicalUnitTime10x1
GameInputPhysicalUnitFrequency20x2
GameInputPhysicalUnitLength30x3
GameInputPhysicalUnitVelocity40x4
GameInputPhysicalUnitAcceleration50x5
GameInputPhysicalUnitMass60x6
GameInputPhysicalUnitMomentum70x7
GameInputPhysicalUnitForce80x8
GameInputPhysicalUnitPressure90x9
GameInputPhysicalUnitAngle100xA
GameInputPhysicalUnitAngularVelocity110xB
GameInputPhysicalUnitAngularAcceleration120xC
GameInputPhysicalUnitAngularMass130xD
GameInputPhysicalUnitAngularMomentum140xE
GameInputPhysicalUnitAngularTorque150xF
GameInputPhysicalUnitElectricCurrent160x10
GameInputPhysicalUnitElectricCharge170x11
GameInputPhysicalUnitElectricPotential180x12
GameInputPhysicalUnitEnergy190x13
GameInputPhysicalUnitPower200x14
GameInputPhysicalUnitTemperature210x15
GameInputPhysicalUnitLuminousIntensity220x16
GameInputPhysicalUnitLuminousFlux230x17
GameInputPhysicalUnitIlluminance240x18

各言語での定義

列挙メンバーの定義。HSP タブは #define global(値は16進)。

typedef enum GameInputRawDevicePhysicalUnitKind : int {
    GameInputPhysicalUnitUnknown = -1,
    GameInputPhysicalUnitNone = 0,
    GameInputPhysicalUnitTime = 1,
    GameInputPhysicalUnitFrequency = 2,
    GameInputPhysicalUnitLength = 3,
    GameInputPhysicalUnitVelocity = 4,
    GameInputPhysicalUnitAcceleration = 5,
    GameInputPhysicalUnitMass = 6,
    GameInputPhysicalUnitMomentum = 7,
    GameInputPhysicalUnitForce = 8,
    GameInputPhysicalUnitPressure = 9,
    GameInputPhysicalUnitAngle = 10,
    GameInputPhysicalUnitAngularVelocity = 11,
    GameInputPhysicalUnitAngularAcceleration = 12,
    GameInputPhysicalUnitAngularMass = 13,
    GameInputPhysicalUnitAngularMomentum = 14,
    GameInputPhysicalUnitAngularTorque = 15,
    GameInputPhysicalUnitElectricCurrent = 16,
    GameInputPhysicalUnitElectricCharge = 17,
    GameInputPhysicalUnitElectricPotential = 18,
    GameInputPhysicalUnitEnergy = 19,
    GameInputPhysicalUnitPower = 20,
    GameInputPhysicalUnitTemperature = 21,
    GameInputPhysicalUnitLuminousIntensity = 22,
    GameInputPhysicalUnitLuminousFlux = 23,
    GameInputPhysicalUnitIlluminance = 24
} GameInputRawDevicePhysicalUnitKind;
public enum GameInputRawDevicePhysicalUnitKind : int
{
    GameInputPhysicalUnitUnknown = -1,
    GameInputPhysicalUnitNone = 0,
    GameInputPhysicalUnitTime = 1,
    GameInputPhysicalUnitFrequency = 2,
    GameInputPhysicalUnitLength = 3,
    GameInputPhysicalUnitVelocity = 4,
    GameInputPhysicalUnitAcceleration = 5,
    GameInputPhysicalUnitMass = 6,
    GameInputPhysicalUnitMomentum = 7,
    GameInputPhysicalUnitForce = 8,
    GameInputPhysicalUnitPressure = 9,
    GameInputPhysicalUnitAngle = 10,
    GameInputPhysicalUnitAngularVelocity = 11,
    GameInputPhysicalUnitAngularAcceleration = 12,
    GameInputPhysicalUnitAngularMass = 13,
    GameInputPhysicalUnitAngularMomentum = 14,
    GameInputPhysicalUnitAngularTorque = 15,
    GameInputPhysicalUnitElectricCurrent = 16,
    GameInputPhysicalUnitElectricCharge = 17,
    GameInputPhysicalUnitElectricPotential = 18,
    GameInputPhysicalUnitEnergy = 19,
    GameInputPhysicalUnitPower = 20,
    GameInputPhysicalUnitTemperature = 21,
    GameInputPhysicalUnitLuminousIntensity = 22,
    GameInputPhysicalUnitLuminousFlux = 23,
    GameInputPhysicalUnitIlluminance = 24,
}
Public Enum GameInputRawDevicePhysicalUnitKind As Integer
    GameInputPhysicalUnitUnknown = -1
    GameInputPhysicalUnitNone = 0
    GameInputPhysicalUnitTime = 1
    GameInputPhysicalUnitFrequency = 2
    GameInputPhysicalUnitLength = 3
    GameInputPhysicalUnitVelocity = 4
    GameInputPhysicalUnitAcceleration = 5
    GameInputPhysicalUnitMass = 6
    GameInputPhysicalUnitMomentum = 7
    GameInputPhysicalUnitForce = 8
    GameInputPhysicalUnitPressure = 9
    GameInputPhysicalUnitAngle = 10
    GameInputPhysicalUnitAngularVelocity = 11
    GameInputPhysicalUnitAngularAcceleration = 12
    GameInputPhysicalUnitAngularMass = 13
    GameInputPhysicalUnitAngularMomentum = 14
    GameInputPhysicalUnitAngularTorque = 15
    GameInputPhysicalUnitElectricCurrent = 16
    GameInputPhysicalUnitElectricCharge = 17
    GameInputPhysicalUnitElectricPotential = 18
    GameInputPhysicalUnitEnergy = 19
    GameInputPhysicalUnitPower = 20
    GameInputPhysicalUnitTemperature = 21
    GameInputPhysicalUnitLuminousIntensity = 22
    GameInputPhysicalUnitLuminousFlux = 23
    GameInputPhysicalUnitIlluminance = 24
End Enum
import enum

class GameInputRawDevicePhysicalUnitKind(enum.IntEnum):
    GameInputPhysicalUnitUnknown = -1
    GameInputPhysicalUnitNone = 0
    GameInputPhysicalUnitTime = 1
    GameInputPhysicalUnitFrequency = 2
    GameInputPhysicalUnitLength = 3
    GameInputPhysicalUnitVelocity = 4
    GameInputPhysicalUnitAcceleration = 5
    GameInputPhysicalUnitMass = 6
    GameInputPhysicalUnitMomentum = 7
    GameInputPhysicalUnitForce = 8
    GameInputPhysicalUnitPressure = 9
    GameInputPhysicalUnitAngle = 10
    GameInputPhysicalUnitAngularVelocity = 11
    GameInputPhysicalUnitAngularAcceleration = 12
    GameInputPhysicalUnitAngularMass = 13
    GameInputPhysicalUnitAngularMomentum = 14
    GameInputPhysicalUnitAngularTorque = 15
    GameInputPhysicalUnitElectricCurrent = 16
    GameInputPhysicalUnitElectricCharge = 17
    GameInputPhysicalUnitElectricPotential = 18
    GameInputPhysicalUnitEnergy = 19
    GameInputPhysicalUnitPower = 20
    GameInputPhysicalUnitTemperature = 21
    GameInputPhysicalUnitLuminousIntensity = 22
    GameInputPhysicalUnitLuminousFlux = 23
    GameInputPhysicalUnitIlluminance = 24
// GameInputRawDevicePhysicalUnitKind
pub const GameInputPhysicalUnitUnknown: i32 = -1;
pub const GameInputPhysicalUnitNone: i32 = 0;
pub const GameInputPhysicalUnitTime: i32 = 1;
pub const GameInputPhysicalUnitFrequency: i32 = 2;
pub const GameInputPhysicalUnitLength: i32 = 3;
pub const GameInputPhysicalUnitVelocity: i32 = 4;
pub const GameInputPhysicalUnitAcceleration: i32 = 5;
pub const GameInputPhysicalUnitMass: i32 = 6;
pub const GameInputPhysicalUnitMomentum: i32 = 7;
pub const GameInputPhysicalUnitForce: i32 = 8;
pub const GameInputPhysicalUnitPressure: i32 = 9;
pub const GameInputPhysicalUnitAngle: i32 = 10;
pub const GameInputPhysicalUnitAngularVelocity: i32 = 11;
pub const GameInputPhysicalUnitAngularAcceleration: i32 = 12;
pub const GameInputPhysicalUnitAngularMass: i32 = 13;
pub const GameInputPhysicalUnitAngularMomentum: i32 = 14;
pub const GameInputPhysicalUnitAngularTorque: i32 = 15;
pub const GameInputPhysicalUnitElectricCurrent: i32 = 16;
pub const GameInputPhysicalUnitElectricCharge: i32 = 17;
pub const GameInputPhysicalUnitElectricPotential: i32 = 18;
pub const GameInputPhysicalUnitEnergy: i32 = 19;
pub const GameInputPhysicalUnitPower: i32 = 20;
pub const GameInputPhysicalUnitTemperature: i32 = 21;
pub const GameInputPhysicalUnitLuminousIntensity: i32 = 22;
pub const GameInputPhysicalUnitLuminousFlux: i32 = 23;
pub const GameInputPhysicalUnitIlluminance: i32 = 24;
// GameInputRawDevicePhysicalUnitKind
const (
	GameInputPhysicalUnitUnknown int32 = -1
	GameInputPhysicalUnitNone int32 = 0
	GameInputPhysicalUnitTime int32 = 1
	GameInputPhysicalUnitFrequency int32 = 2
	GameInputPhysicalUnitLength int32 = 3
	GameInputPhysicalUnitVelocity int32 = 4
	GameInputPhysicalUnitAcceleration int32 = 5
	GameInputPhysicalUnitMass int32 = 6
	GameInputPhysicalUnitMomentum int32 = 7
	GameInputPhysicalUnitForce int32 = 8
	GameInputPhysicalUnitPressure int32 = 9
	GameInputPhysicalUnitAngle int32 = 10
	GameInputPhysicalUnitAngularVelocity int32 = 11
	GameInputPhysicalUnitAngularAcceleration int32 = 12
	GameInputPhysicalUnitAngularMass int32 = 13
	GameInputPhysicalUnitAngularMomentum int32 = 14
	GameInputPhysicalUnitAngularTorque int32 = 15
	GameInputPhysicalUnitElectricCurrent int32 = 16
	GameInputPhysicalUnitElectricCharge int32 = 17
	GameInputPhysicalUnitElectricPotential int32 = 18
	GameInputPhysicalUnitEnergy int32 = 19
	GameInputPhysicalUnitPower int32 = 20
	GameInputPhysicalUnitTemperature int32 = 21
	GameInputPhysicalUnitLuminousIntensity int32 = 22
	GameInputPhysicalUnitLuminousFlux int32 = 23
	GameInputPhysicalUnitIlluminance int32 = 24
)
const
  GameInputPhysicalUnitUnknown = -1;
  GameInputPhysicalUnitNone = 0;
  GameInputPhysicalUnitTime = 1;
  GameInputPhysicalUnitFrequency = 2;
  GameInputPhysicalUnitLength = 3;
  GameInputPhysicalUnitVelocity = 4;
  GameInputPhysicalUnitAcceleration = 5;
  GameInputPhysicalUnitMass = 6;
  GameInputPhysicalUnitMomentum = 7;
  GameInputPhysicalUnitForce = 8;
  GameInputPhysicalUnitPressure = 9;
  GameInputPhysicalUnitAngle = 10;
  GameInputPhysicalUnitAngularVelocity = 11;
  GameInputPhysicalUnitAngularAcceleration = 12;
  GameInputPhysicalUnitAngularMass = 13;
  GameInputPhysicalUnitAngularMomentum = 14;
  GameInputPhysicalUnitAngularTorque = 15;
  GameInputPhysicalUnitElectricCurrent = 16;
  GameInputPhysicalUnitElectricCharge = 17;
  GameInputPhysicalUnitElectricPotential = 18;
  GameInputPhysicalUnitEnergy = 19;
  GameInputPhysicalUnitPower = 20;
  GameInputPhysicalUnitTemperature = 21;
  GameInputPhysicalUnitLuminousIntensity = 22;
  GameInputPhysicalUnitLuminousFlux = 23;
  GameInputPhysicalUnitIlluminance = 24;
// GameInputRawDevicePhysicalUnitKind
pub const GameInputPhysicalUnitUnknown: i32 = -1;
pub const GameInputPhysicalUnitNone: i32 = 0;
pub const GameInputPhysicalUnitTime: i32 = 1;
pub const GameInputPhysicalUnitFrequency: i32 = 2;
pub const GameInputPhysicalUnitLength: i32 = 3;
pub const GameInputPhysicalUnitVelocity: i32 = 4;
pub const GameInputPhysicalUnitAcceleration: i32 = 5;
pub const GameInputPhysicalUnitMass: i32 = 6;
pub const GameInputPhysicalUnitMomentum: i32 = 7;
pub const GameInputPhysicalUnitForce: i32 = 8;
pub const GameInputPhysicalUnitPressure: i32 = 9;
pub const GameInputPhysicalUnitAngle: i32 = 10;
pub const GameInputPhysicalUnitAngularVelocity: i32 = 11;
pub const GameInputPhysicalUnitAngularAcceleration: i32 = 12;
pub const GameInputPhysicalUnitAngularMass: i32 = 13;
pub const GameInputPhysicalUnitAngularMomentum: i32 = 14;
pub const GameInputPhysicalUnitAngularTorque: i32 = 15;
pub const GameInputPhysicalUnitElectricCurrent: i32 = 16;
pub const GameInputPhysicalUnitElectricCharge: i32 = 17;
pub const GameInputPhysicalUnitElectricPotential: i32 = 18;
pub const GameInputPhysicalUnitEnergy: i32 = 19;
pub const GameInputPhysicalUnitPower: i32 = 20;
pub const GameInputPhysicalUnitTemperature: i32 = 21;
pub const GameInputPhysicalUnitLuminousIntensity: i32 = 22;
pub const GameInputPhysicalUnitLuminousFlux: i32 = 23;
pub const GameInputPhysicalUnitIlluminance: i32 = 24;
const
  GameInputPhysicalUnitUnknown* = -1
  GameInputPhysicalUnitNone* = 0
  GameInputPhysicalUnitTime* = 1
  GameInputPhysicalUnitFrequency* = 2
  GameInputPhysicalUnitLength* = 3
  GameInputPhysicalUnitVelocity* = 4
  GameInputPhysicalUnitAcceleration* = 5
  GameInputPhysicalUnitMass* = 6
  GameInputPhysicalUnitMomentum* = 7
  GameInputPhysicalUnitForce* = 8
  GameInputPhysicalUnitPressure* = 9
  GameInputPhysicalUnitAngle* = 10
  GameInputPhysicalUnitAngularVelocity* = 11
  GameInputPhysicalUnitAngularAcceleration* = 12
  GameInputPhysicalUnitAngularMass* = 13
  GameInputPhysicalUnitAngularMomentum* = 14
  GameInputPhysicalUnitAngularTorque* = 15
  GameInputPhysicalUnitElectricCurrent* = 16
  GameInputPhysicalUnitElectricCharge* = 17
  GameInputPhysicalUnitElectricPotential* = 18
  GameInputPhysicalUnitEnergy* = 19
  GameInputPhysicalUnitPower* = 20
  GameInputPhysicalUnitTemperature* = 21
  GameInputPhysicalUnitLuminousIntensity* = 22
  GameInputPhysicalUnitLuminousFlux* = 23
  GameInputPhysicalUnitIlluminance* = 24
enum GameInputRawDevicePhysicalUnitKind : int {
    GameInputPhysicalUnitUnknown = -1,
    GameInputPhysicalUnitNone = 0,
    GameInputPhysicalUnitTime = 1,
    GameInputPhysicalUnitFrequency = 2,
    GameInputPhysicalUnitLength = 3,
    GameInputPhysicalUnitVelocity = 4,
    GameInputPhysicalUnitAcceleration = 5,
    GameInputPhysicalUnitMass = 6,
    GameInputPhysicalUnitMomentum = 7,
    GameInputPhysicalUnitForce = 8,
    GameInputPhysicalUnitPressure = 9,
    GameInputPhysicalUnitAngle = 10,
    GameInputPhysicalUnitAngularVelocity = 11,
    GameInputPhysicalUnitAngularAcceleration = 12,
    GameInputPhysicalUnitAngularMass = 13,
    GameInputPhysicalUnitAngularMomentum = 14,
    GameInputPhysicalUnitAngularTorque = 15,
    GameInputPhysicalUnitElectricCurrent = 16,
    GameInputPhysicalUnitElectricCharge = 17,
    GameInputPhysicalUnitElectricPotential = 18,
    GameInputPhysicalUnitEnergy = 19,
    GameInputPhysicalUnitPower = 20,
    GameInputPhysicalUnitTemperature = 21,
    GameInputPhysicalUnitLuminousIntensity = 22,
    GameInputPhysicalUnitLuminousFlux = 23,
    GameInputPhysicalUnitIlluminance = 24,
}
#define global GameInputPhysicalUnitUnknown             0xFFFFFFFF
#define global GameInputPhysicalUnitNone                0x0
#define global GameInputPhysicalUnitTime                0x1
#define global GameInputPhysicalUnitFrequency           0x2
#define global GameInputPhysicalUnitLength              0x3
#define global GameInputPhysicalUnitVelocity            0x4
#define global GameInputPhysicalUnitAcceleration        0x5
#define global GameInputPhysicalUnitMass                0x6
#define global GameInputPhysicalUnitMomentum            0x7
#define global GameInputPhysicalUnitForce               0x8
#define global GameInputPhysicalUnitPressure            0x9
#define global GameInputPhysicalUnitAngle               0xA
#define global GameInputPhysicalUnitAngularVelocity     0xB
#define global GameInputPhysicalUnitAngularAcceleration 0xC
#define global GameInputPhysicalUnitAngularMass         0xD
#define global GameInputPhysicalUnitAngularMomentum     0xE
#define global GameInputPhysicalUnitAngularTorque       0xF
#define global GameInputPhysicalUnitElectricCurrent     0x10
#define global GameInputPhysicalUnitElectricCharge      0x11
#define global GameInputPhysicalUnitElectricPotential   0x12
#define global GameInputPhysicalUnitEnergy              0x13
#define global GameInputPhysicalUnitPower               0x14
#define global GameInputPhysicalUnitTemperature         0x15
#define global GameInputPhysicalUnitLuminousIntensity   0x16
#define global GameInputPhysicalUnitLuminousFlux        0x17
#define global GameInputPhysicalUnitIlluminance         0x18