Struct windows::UI::Composition::Effects::ISceneLightingEffect
pub struct ISceneLightingEffect(/* private fields */);
Trait Implementations§
§impl Clone for ISceneLightingEffect
impl Clone for ISceneLightingEffect
§fn clone(&self) -> ISceneLightingEffect
fn clone(&self) -> ISceneLightingEffect
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more§impl Debug for ISceneLightingEffect
impl Debug for ISceneLightingEffect
§impl Interface for ISceneLightingEffect
impl Interface for ISceneLightingEffect
§fn as_raw(&self) -> *mut c_void
fn as_raw(&self) -> *mut c_void
Returns the raw COM interface pointer. The resulting pointer continues to be owned by the
Interface
implementation.§fn into_raw(self) -> *mut c_void
fn into_raw(self) -> *mut c_void
Returns the raw COM interface pointer and releases ownership. It the caller’s responsibility to release the COM interface pointer.
§fn cast<T>(&self) -> Result<T, Error>where
T: Interface,
fn cast<T>(&self) -> Result<T, Error>where
T: Interface,
Attempts to cast the current interface to another interface using
QueryInterface
. Read more§impl PartialEq for ISceneLightingEffect
impl PartialEq for ISceneLightingEffect
§fn eq(&self, other: &ISceneLightingEffect) -> bool
fn eq(&self, other: &ISceneLightingEffect) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Eq for ISceneLightingEffect
impl StructuralPartialEq for ISceneLightingEffect
Auto Trait Implementations§
impl Freeze for ISceneLightingEffect
impl RefUnwindSafe for ISceneLightingEffect
impl !Send for ISceneLightingEffect
impl !Sync for ISceneLightingEffect
impl Unpin for ISceneLightingEffect
impl UnwindSafe for ISceneLightingEffect
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more