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nearby/internal/platform/implementation/windows/generated/winrt/impl/Microsoft.UI.Composition.Scenes.2.h
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2026-01-27 23:46:02 -08:00

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// WARNING: Please don't edit this file. It was generated by C++/WinRT
// v2.0.250303.1
#pragma once
#ifndef WINRT_Microsoft_UI_Composition_Scenes_2_H
#define WINRT_Microsoft_UI_Composition_Scenes_2_H
#include "winrt/impl/Microsoft.UI.Composition.1.h"
#include "winrt/impl/Microsoft.UI.Composition.Scenes.1.h"
#include "winrt/impl/Windows.Foundation.1.h"
#include "winrt/impl/Windows.Foundation.Collections.1.h"
WINRT_EXPORT namespace winrt::Microsoft::UI::Composition::Scenes {
struct WINRT_IMPL_EMPTY_BASES SceneBoundingBox
: winrt::Microsoft::UI::Composition::Scenes::ISceneBoundingBox,
impl::base<SceneBoundingBox,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneBoundingBox,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneBoundingBox(std::nullptr_t) noexcept {}
SceneBoundingBox(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneBoundingBox(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneBoundingBox,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneBoundingBox,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneComponent
: winrt::Microsoft::UI::Composition::Scenes::ISceneComponent,
impl::base<SceneComponent,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneComponent,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneComponent(std::nullptr_t) noexcept {}
SceneComponent(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneComponent(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneComponent,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneComponent,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneComponentCollection
: winrt::Windows::Foundation::Collections::IVector<
winrt::Microsoft::UI::Composition::Scenes::SceneComponent>,
impl::base<SceneComponentCollection,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneComponentCollection,
winrt::Microsoft::UI::Composition::Scenes::
ISceneComponentCollection,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneComponentCollection(std::nullptr_t) noexcept {}
SceneComponentCollection(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Windows::Foundation::Collections::IVector<
winrt::Microsoft::UI::Composition::Scenes::SceneComponent>(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneComponentCollection,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneComponentCollection,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneMaterial
: winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial,
impl::base<SceneMaterial,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneMaterial,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneMaterial(std::nullptr_t) noexcept {}
SceneMaterial(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneMaterial,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneMaterial,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneMaterialInput
: winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInput,
impl::base<SceneMaterialInput,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneMaterialInput,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneMaterialInput(std::nullptr_t) noexcept {}
SceneMaterialInput(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInput(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneMaterialInput,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneMaterialInput,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneMesh
: winrt::Microsoft::UI::Composition::Scenes::ISceneMesh,
impl::base<SceneMesh,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneMesh,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneMesh(std::nullptr_t) noexcept {}
SceneMesh(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneMesh(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneMesh,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneMesh,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
static auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor);
};
struct WINRT_IMPL_EMPTY_BASES SceneMeshMaterialAttributeMap
: winrt::Microsoft::UI::Composition::Scenes::
ISceneMeshMaterialAttributeMap,
impl::base<SceneMeshMaterialAttributeMap,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<
SceneMeshMaterialAttributeMap,
winrt::Windows::Foundation::Collections::IIterable<
winrt::Windows::Foundation::Collections::IKeyValuePair<
hstring, winrt::Microsoft::UI::Composition::Scenes::
SceneAttributeSemantic>>,
winrt::Windows::Foundation::Collections::IMap<
hstring, winrt::Microsoft::UI::Composition::Scenes::
SceneAttributeSemantic>,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneMeshMaterialAttributeMap(std::nullptr_t) noexcept {}
SceneMeshMaterialAttributeMap(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::
ISceneMeshMaterialAttributeMap(ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneMeshMaterialAttributeMap,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneMeshMaterialAttributeMap,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneMeshRendererComponent
: winrt::Microsoft::UI::Composition::Scenes::ISceneMeshRendererComponent,
impl::base<
SceneMeshRendererComponent,
winrt::Microsoft::UI::Composition::Scenes::SceneRendererComponent,
winrt::Microsoft::UI::Composition::Scenes::SceneComponent,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<
SceneMeshRendererComponent,
winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponent,
winrt::Microsoft::UI::Composition::Scenes::ISceneComponent,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneMeshRendererComponent(std::nullptr_t) noexcept {}
SceneMeshRendererComponent(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::
ISceneMeshRendererComponent(ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneMeshRendererComponent,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneMeshRendererComponent,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
static auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor);
};
struct WINRT_IMPL_EMPTY_BASES SceneMetallicRoughnessMaterial
: winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterial,
impl::base<SceneMetallicRoughnessMaterial,
winrt::Microsoft::UI::Composition::Scenes::ScenePbrMaterial,
winrt::Microsoft::UI::Composition::Scenes::SceneMaterial,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<
SceneMetallicRoughnessMaterial,
winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterial,
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneMetallicRoughnessMaterial(std::nullptr_t) noexcept {}
SceneMetallicRoughnessMaterial(void* ptr,
take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterial(ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneMetallicRoughnessMaterial,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneMetallicRoughnessMaterial,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
static auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor);
};
struct WINRT_IMPL_EMPTY_BASES SceneModelTransform
: winrt::Microsoft::UI::Composition::Scenes::ISceneModelTransform,
impl::base<SceneModelTransform,
winrt::Microsoft::UI::Composition::CompositionTransform,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneModelTransform,
winrt::Microsoft::UI::Composition::ICompositionTransform,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneModelTransform(std::nullptr_t) noexcept {}
SceneModelTransform(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneModelTransform(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneModelTransform,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneModelTransform,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneNode
: winrt::Microsoft::UI::Composition::Scenes::ISceneNode,
impl::base<SceneNode,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneNode,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneNode(std::nullptr_t) noexcept {}
SceneNode(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneNode(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneNode,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneNode,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
static auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor);
};
struct WINRT_IMPL_EMPTY_BASES SceneNodeCollection
: winrt::Windows::Foundation::Collections::IVector<
winrt::Microsoft::UI::Composition::Scenes::SceneNode>,
impl::base<SceneNodeCollection,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<
SceneNodeCollection,
winrt::Microsoft::UI::Composition::Scenes::ISceneNodeCollection,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneNodeCollection(std::nullptr_t) noexcept {}
SceneNodeCollection(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Windows::Foundation::Collections::IVector<
winrt::Microsoft::UI::Composition::Scenes::SceneNode>(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneNodeCollection,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneNodeCollection,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneObject
: winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
impl::base<SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneObject(std::nullptr_t) noexcept {}
SceneObject(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneObject(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES ScenePbrMaterial
: winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterial,
impl::base<ScenePbrMaterial,
winrt::Microsoft::UI::Composition::Scenes::SceneMaterial,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<ScenePbrMaterial,
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
ScenePbrMaterial(std::nullptr_t) noexcept {}
ScenePbrMaterial(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterial(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
ScenePbrMaterial,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
ScenePbrMaterial,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneRendererComponent
: winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponent,
impl::base<SceneRendererComponent,
winrt::Microsoft::UI::Composition::Scenes::SceneComponent,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<
SceneRendererComponent,
winrt::Microsoft::UI::Composition::Scenes::ISceneComponent,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneRendererComponent(std::nullptr_t) noexcept {}
SceneRendererComponent(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponent(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneRendererComponent,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneRendererComponent,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
};
struct WINRT_IMPL_EMPTY_BASES SceneSurfaceMaterialInput
: winrt::Microsoft::UI::Composition::Scenes::ISceneSurfaceMaterialInput,
impl::base<
SceneSurfaceMaterialInput,
winrt::Microsoft::UI::Composition::Scenes::SceneMaterialInput,
winrt::Microsoft::UI::Composition::Scenes::SceneObject,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<
SceneSurfaceMaterialInput,
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInput,
winrt::Microsoft::UI::Composition::Scenes::ISceneObject,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneSurfaceMaterialInput(std::nullptr_t) noexcept {}
SceneSurfaceMaterialInput(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneSurfaceMaterialInput(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneSurfaceMaterialInput,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneSurfaceMaterialInput,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
static auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor);
};
struct WINRT_IMPL_EMPTY_BASES SceneVisual
: winrt::Microsoft::UI::Composition::Scenes::ISceneVisual,
impl::base<SceneVisual,
winrt::Microsoft::UI::Composition::ContainerVisual,
winrt::Microsoft::UI::Composition::Visual,
winrt::Microsoft::UI::Composition::CompositionObject>,
impl::require<SceneVisual,
winrt::Microsoft::UI::Composition::IContainerVisual,
winrt::Microsoft::UI::Composition::IVisual,
winrt::Microsoft::UI::Composition::IVisual2,
winrt::Microsoft::UI::Composition::IVisual3,
winrt::Microsoft::UI::Composition::IVisual4,
winrt::Microsoft::UI::Composition::ICompositionObject,
winrt::Microsoft::UI::Composition::ICompositionObject2,
winrt::Microsoft::UI::Composition::ICompositionObject3,
winrt::Microsoft::UI::Composition::ICompositionObject4,
winrt::Microsoft::UI::Composition::ICompositionObject5,
winrt::Windows::Foundation::IClosable,
winrt::Microsoft::UI::Composition::IAnimationObject> {
SceneVisual(std::nullptr_t) noexcept {}
SceneVisual(void* ptr, take_ownership_from_abi_t) noexcept
: winrt::Microsoft::UI::Composition::Scenes::ISceneVisual(
ptr, take_ownership_from_abi) {}
using impl::consume_t<
SceneVisual,
winrt::Microsoft::UI::Composition::ICompositionObject>::StartAnimation;
using impl::consume_t<
SceneVisual,
winrt::Microsoft::UI::Composition::ICompositionObject5>::StartAnimation;
static auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor);
};
}
#endif