// C++/WinRT v2.0.200609.3 // Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #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 : Windows::UI::Composition::Scenes::ISceneBoundingBox, impl::base, impl::require { SceneBoundingBox(std::nullptr_t) noexcept {} SceneBoundingBox(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneBoundingBox(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneComponent : Windows::UI::Composition::Scenes::ISceneComponent, impl::base, impl::require { SceneComponent(std::nullptr_t) noexcept {} SceneComponent(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneComponent(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneComponentCollection : Windows::Foundation::Collections::IVector, impl::base, impl::require { SceneComponentCollection(std::nullptr_t) noexcept {} SceneComponentCollection(void* ptr, take_ownership_from_abi_t) noexcept : Windows::Foundation::Collections::IVector(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneMaterial : Windows::UI::Composition::Scenes::ISceneMaterial, impl::base, impl::require { SceneMaterial(std::nullptr_t) noexcept {} SceneMaterial(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneMaterial(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneMaterialInput : Windows::UI::Composition::Scenes::ISceneMaterialInput, impl::base, impl::require { SceneMaterialInput(std::nullptr_t) noexcept {} SceneMaterialInput(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneMaterialInput(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneMesh : Windows::UI::Composition::Scenes::ISceneMesh, impl::base, impl::require { SceneMesh(std::nullptr_t) noexcept {} SceneMesh(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneMesh(ptr, take_ownership_from_abi) {} static auto Create(Windows::UI::Composition::Compositor const& compositor); }; struct __declspec(empty_bases) SceneMeshMaterialAttributeMap : Windows::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap, impl::base, impl::require>, Windows::Foundation::Collections::IMap, Windows::UI::Composition::Scenes::ISceneObject, Windows::UI::Composition::ICompositionObject, Windows::UI::Composition::ICompositionObject2, Windows::UI::Composition::ICompositionObject3, Windows::UI::Composition::ICompositionObject4, Windows::Foundation::IClosable, Windows::UI::Composition::IAnimationObject> { SceneMeshMaterialAttributeMap(std::nullptr_t) noexcept {} SceneMeshMaterialAttributeMap(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneMeshRendererComponent : Windows::UI::Composition::Scenes::ISceneMeshRendererComponent, impl::base, impl::require { SceneMeshRendererComponent(std::nullptr_t) noexcept {} SceneMeshRendererComponent(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneMeshRendererComponent(ptr, take_ownership_from_abi) {} static auto Create(Windows::UI::Composition::Compositor const& compositor); }; struct __declspec(empty_bases) SceneMetallicRoughnessMaterial : Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial, impl::base, impl::require { SceneMetallicRoughnessMaterial(std::nullptr_t) noexcept {} SceneMetallicRoughnessMaterial(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial(ptr, take_ownership_from_abi) {} static auto Create(Windows::UI::Composition::Compositor const& compositor); }; struct __declspec(empty_bases) SceneModelTransform : Windows::UI::Composition::Scenes::ISceneModelTransform, impl::base, impl::require { SceneModelTransform(std::nullptr_t) noexcept {} SceneModelTransform(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneModelTransform(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneNode : Windows::UI::Composition::Scenes::ISceneNode, impl::base, impl::require { SceneNode(std::nullptr_t) noexcept {} SceneNode(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneNode(ptr, take_ownership_from_abi) {} static auto Create(Windows::UI::Composition::Compositor const& compositor); }; struct __declspec(empty_bases) SceneNodeCollection : Windows::Foundation::Collections::IVector, impl::base, impl::require { SceneNodeCollection(std::nullptr_t) noexcept {} SceneNodeCollection(void* ptr, take_ownership_from_abi_t) noexcept : Windows::Foundation::Collections::IVector(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneObject : Windows::UI::Composition::Scenes::ISceneObject, impl::base, impl::require { SceneObject(std::nullptr_t) noexcept {} SceneObject(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneObject(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) ScenePbrMaterial : Windows::UI::Composition::Scenes::IScenePbrMaterial, impl::base, impl::require { ScenePbrMaterial(std::nullptr_t) noexcept {} ScenePbrMaterial(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::IScenePbrMaterial(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneRendererComponent : Windows::UI::Composition::Scenes::ISceneRendererComponent, impl::base, impl::require { SceneRendererComponent(std::nullptr_t) noexcept {} SceneRendererComponent(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneRendererComponent(ptr, take_ownership_from_abi) {} }; struct __declspec(empty_bases) SceneSurfaceMaterialInput : Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput, impl::base, impl::require { SceneSurfaceMaterialInput(std::nullptr_t) noexcept {} SceneSurfaceMaterialInput(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput(ptr, take_ownership_from_abi) {} static auto Create(Windows::UI::Composition::Compositor const& compositor); }; struct __declspec(empty_bases) SceneVisual : Windows::UI::Composition::Scenes::ISceneVisual, impl::base, impl::require { SceneVisual(std::nullptr_t) noexcept {} SceneVisual(void* ptr, take_ownership_from_abi_t) noexcept : Windows::UI::Composition::Scenes::ISceneVisual(ptr, take_ownership_from_abi) {} static auto Create(Windows::UI::Composition::Compositor const& compositor); }; } #endif