Files
nearby/internal/platform/implementation/windows/generated/winrt/impl/Windows.UI.Composition.Scenes.2.h
T
hais f5fcd35ced nearby sdk refactor
PiperOrigin-RevId: 425434260
2022-02-02 11:56:39 -08:00

139 lines
18 KiB
C++

// WARNING: Please don't edit this file. It was generated by C++/WinRT v2.0.210930.14
#pragma once
#ifndef WINRT_Windows_UI_Composition_Scenes_2_H
#define WINRT_Windows_UI_Composition_Scenes_2_H
#include "winrt/impl/Windows.Foundation.1.h"
#include "winrt/impl/Windows.Foundation.Collections.1.h"
#include "winrt/impl/Windows.UI.Composition.1.h"
#include "winrt/impl/Windows.UI.Composition.Scenes.1.h"
WINRT_EXPORT namespace winrt::Windows::UI::Composition::Scenes
{
struct __declspec(empty_bases) SceneBoundingBox : winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox,
impl::base<SceneBoundingBox, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneBoundingBox, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneBoundingBox(std::nullptr_t) noexcept {}
SceneBoundingBox(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneComponent : winrt::Windows::UI::Composition::Scenes::ISceneComponent,
impl::base<SceneComponent, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneComponent, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneComponent(std::nullptr_t) noexcept {}
SceneComponent(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneComponent(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneComponentCollection : winrt::Windows::Foundation::Collections::IVector<winrt::Windows::UI::Composition::Scenes::SceneComponent>,
impl::base<SceneComponentCollection, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneComponentCollection, winrt::Windows::UI::Composition::Scenes::ISceneComponentCollection, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneComponentCollection(std::nullptr_t) noexcept {}
SceneComponentCollection(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Foundation::Collections::IVector<winrt::Windows::UI::Composition::Scenes::SceneComponent>(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneMaterial : winrt::Windows::UI::Composition::Scenes::ISceneMaterial,
impl::base<SceneMaterial, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneMaterial, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneMaterial(std::nullptr_t) noexcept {}
SceneMaterial(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneMaterial(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneMaterialInput : winrt::Windows::UI::Composition::Scenes::ISceneMaterialInput,
impl::base<SceneMaterialInput, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneMaterialInput, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneMaterialInput(std::nullptr_t) noexcept {}
SceneMaterialInput(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneMaterialInput(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneMesh : winrt::Windows::UI::Composition::Scenes::ISceneMesh,
impl::base<SceneMesh, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneMesh, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneMesh(std::nullptr_t) noexcept {}
SceneMesh(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneMesh(ptr, take_ownership_from_abi) {}
static auto Create(winrt::Windows::UI::Composition::Compositor const& compositor);
};
struct __declspec(empty_bases) SceneMeshMaterialAttributeMap : winrt::Windows::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap,
impl::base<SceneMeshMaterialAttributeMap, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneMeshMaterialAttributeMap, winrt::Windows::Foundation::Collections::IIterable<winrt::Windows::Foundation::Collections::IKeyValuePair<hstring, winrt::Windows::UI::Composition::Scenes::SceneAttributeSemantic>>, winrt::Windows::Foundation::Collections::IMap<hstring, winrt::Windows::UI::Composition::Scenes::SceneAttributeSemantic>, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneMeshMaterialAttributeMap(std::nullptr_t) noexcept {}
SceneMeshMaterialAttributeMap(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneMeshRendererComponent : winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent,
impl::base<SceneMeshRendererComponent, winrt::Windows::UI::Composition::Scenes::SceneRendererComponent, winrt::Windows::UI::Composition::Scenes::SceneComponent, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneMeshRendererComponent, winrt::Windows::UI::Composition::Scenes::ISceneRendererComponent, winrt::Windows::UI::Composition::Scenes::ISceneComponent, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneMeshRendererComponent(std::nullptr_t) noexcept {}
SceneMeshRendererComponent(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent(ptr, take_ownership_from_abi) {}
static auto Create(winrt::Windows::UI::Composition::Compositor const& compositor);
};
struct __declspec(empty_bases) SceneMetallicRoughnessMaterial : winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial,
impl::base<SceneMetallicRoughnessMaterial, winrt::Windows::UI::Composition::Scenes::ScenePbrMaterial, winrt::Windows::UI::Composition::Scenes::SceneMaterial, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneMetallicRoughnessMaterial, winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial, winrt::Windows::UI::Composition::Scenes::ISceneMaterial, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneMetallicRoughnessMaterial(std::nullptr_t) noexcept {}
SceneMetallicRoughnessMaterial(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial(ptr, take_ownership_from_abi) {}
static auto Create(winrt::Windows::UI::Composition::Compositor const& compositor);
};
struct __declspec(empty_bases) SceneModelTransform : winrt::Windows::UI::Composition::Scenes::ISceneModelTransform,
impl::base<SceneModelTransform, winrt::Windows::UI::Composition::CompositionTransform, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneModelTransform, winrt::Windows::UI::Composition::ICompositionTransform, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneModelTransform(std::nullptr_t) noexcept {}
SceneModelTransform(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneModelTransform(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneNode : winrt::Windows::UI::Composition::Scenes::ISceneNode,
impl::base<SceneNode, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneNode, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneNode(std::nullptr_t) noexcept {}
SceneNode(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneNode(ptr, take_ownership_from_abi) {}
static auto Create(winrt::Windows::UI::Composition::Compositor const& compositor);
};
struct __declspec(empty_bases) SceneNodeCollection : winrt::Windows::Foundation::Collections::IVector<winrt::Windows::UI::Composition::Scenes::SceneNode>,
impl::base<SceneNodeCollection, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneNodeCollection, winrt::Windows::UI::Composition::Scenes::ISceneNodeCollection, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneNodeCollection(std::nullptr_t) noexcept {}
SceneNodeCollection(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Foundation::Collections::IVector<winrt::Windows::UI::Composition::Scenes::SceneNode>(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneObject : winrt::Windows::UI::Composition::Scenes::ISceneObject,
impl::base<SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneObject(std::nullptr_t) noexcept {}
SceneObject(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneObject(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) ScenePbrMaterial : winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial,
impl::base<ScenePbrMaterial, winrt::Windows::UI::Composition::Scenes::SceneMaterial, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<ScenePbrMaterial, winrt::Windows::UI::Composition::Scenes::ISceneMaterial, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
ScenePbrMaterial(std::nullptr_t) noexcept {}
ScenePbrMaterial(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneRendererComponent : winrt::Windows::UI::Composition::Scenes::ISceneRendererComponent,
impl::base<SceneRendererComponent, winrt::Windows::UI::Composition::Scenes::SceneComponent, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneRendererComponent, winrt::Windows::UI::Composition::Scenes::ISceneComponent, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneRendererComponent(std::nullptr_t) noexcept {}
SceneRendererComponent(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneRendererComponent(ptr, take_ownership_from_abi) {}
};
struct __declspec(empty_bases) SceneSurfaceMaterialInput : winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput,
impl::base<SceneSurfaceMaterialInput, winrt::Windows::UI::Composition::Scenes::SceneMaterialInput, winrt::Windows::UI::Composition::Scenes::SceneObject, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneSurfaceMaterialInput, winrt::Windows::UI::Composition::Scenes::ISceneMaterialInput, winrt::Windows::UI::Composition::Scenes::ISceneObject, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneSurfaceMaterialInput(std::nullptr_t) noexcept {}
SceneSurfaceMaterialInput(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput(ptr, take_ownership_from_abi) {}
static auto Create(winrt::Windows::UI::Composition::Compositor const& compositor);
};
struct __declspec(empty_bases) SceneVisual : winrt::Windows::UI::Composition::Scenes::ISceneVisual,
impl::base<SceneVisual, winrt::Windows::UI::Composition::ContainerVisual, winrt::Windows::UI::Composition::Visual, winrt::Windows::UI::Composition::CompositionObject>,
impl::require<SceneVisual, winrt::Windows::UI::Composition::IContainerVisual, winrt::Windows::UI::Composition::IVisual, winrt::Windows::UI::Composition::IVisual2, winrt::Windows::UI::Composition::IVisual3, winrt::Windows::UI::Composition::IVisual4, winrt::Windows::UI::Composition::ICompositionObject, winrt::Windows::UI::Composition::ICompositionObject2, winrt::Windows::UI::Composition::ICompositionObject3, winrt::Windows::UI::Composition::ICompositionObject4, winrt::Windows::Foundation::IClosable, winrt::Windows::UI::Composition::IAnimationObject>
{
SceneVisual(std::nullptr_t) noexcept {}
SceneVisual(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::UI::Composition::Scenes::ISceneVisual(ptr, take_ownership_from_abi) {}
static auto Create(winrt::Windows::UI::Composition::Compositor const& compositor);
};
}
#endif