Struct windows::UI::Composition::Scenes::SceneComponentCollection
pub struct SceneComponentCollection(/* private fields */);
Implementations§
§impl SceneComponentCollection
impl SceneComponentCollection
pub fn PopulatePropertyInfo<P0>(
&self,
propertyname: &HSTRING,
propertyinfo: P0,
) -> Result<()>where
P0: Param<AnimationPropertyInfo>,
pub fn Close(&self) -> Result<()>
pub fn Compositor(&self) -> Result<Compositor>
pub fn Dispatcher(&self) -> Result<CoreDispatcher>
pub fn Properties(&self) -> Result<CompositionPropertySet>
pub fn StartAnimation<P0>(
&self,
propertyname: &HSTRING,
animation: P0,
) -> Result<()>where
P0: Param<CompositionAnimation>,
pub fn StopAnimation(&self, propertyname: &HSTRING) -> Result<()>
pub fn Comment(&self) -> Result<HSTRING>
pub fn SetComment(&self, value: &HSTRING) -> Result<()>
pub fn ImplicitAnimations(&self) -> Result<ImplicitAnimationCollection>
pub fn SetImplicitAnimations<P0>(&self, value: P0) -> Result<()>where
P0: Param<ImplicitAnimationCollection>,
pub fn StartAnimationGroup<P0>(&self, value: P0) -> Result<()>where
P0: Param<ICompositionAnimationBase>,
pub fn StopAnimationGroup<P0>(&self, value: P0) -> Result<()>where
P0: Param<ICompositionAnimationBase>,
pub fn DispatcherQueue(&self) -> Result<DispatcherQueue>
pub fn TryGetAnimationController( &self, propertyname: &HSTRING, ) -> Result<AnimationController>
pub fn StartAnimationWithController<P0, P1>(
&self,
propertyname: &HSTRING,
animation: P0,
animationcontroller: P1,
) -> Result<()>where
P0: Param<CompositionAnimation>,
P1: Param<AnimationController>,
pub fn First(&self) -> Result<IIterator<SceneComponent>>
pub fn GetAt(&self, index: u32) -> Result<SceneComponent>
pub fn Size(&self) -> Result<u32>
pub fn GetView(&self) -> Result<IVectorView<SceneComponent>>
pub fn IndexOf<P0>(&self, value: P0, index: &mut u32) -> Result<bool>where
P0: Param<SceneComponent>,
pub fn SetAt<P0>(&self, index: u32, value: P0) -> Result<()>where
P0: Param<SceneComponent>,
pub fn InsertAt<P0>(&self, index: u32, value: P0) -> Result<()>where
P0: Param<SceneComponent>,
pub fn RemoveAt(&self, index: u32) -> Result<()>
pub fn Append<P0>(&self, value: P0) -> Result<()>where
P0: Param<SceneComponent>,
pub fn RemoveAtEnd(&self) -> Result<()>
pub fn Clear(&self) -> Result<()>
pub fn GetMany( &self, startindex: u32, items: &mut [Option<SceneComponent>], ) -> Result<u32>
pub fn ReplaceAll(&self, items: &[Option<SceneComponent>]) -> Result<()>
Trait Implementations§
§impl CanInto<CompositionObject> for SceneComponentCollection
impl CanInto<CompositionObject> for SceneComponentCollection
§impl CanInto<IAnimationObject> for SceneComponentCollection
impl CanInto<IAnimationObject> for SceneComponentCollection
§impl CanInto<IInspectable> for SceneComponentCollection
impl CanInto<IInspectable> for SceneComponentCollection
§impl CanInto<IIterable<SceneComponent>> for SceneComponentCollection
impl CanInto<IIterable<SceneComponent>> for SceneComponentCollection
§impl CanInto<IUnknown> for SceneComponentCollection
impl CanInto<IUnknown> for SceneComponentCollection
§impl CanInto<IVector<SceneComponent>> for SceneComponentCollection
impl CanInto<IVector<SceneComponent>> for SceneComponentCollection
§impl CanInto<SceneObject> for SceneComponentCollection
impl CanInto<SceneObject> for SceneComponentCollection
§impl Clone for SceneComponentCollection
impl Clone for SceneComponentCollection
§fn clone(&self) -> SceneComponentCollection
fn clone(&self) -> SceneComponentCollection
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 SceneComponentCollection
impl Debug for SceneComponentCollection
§impl From<&SceneComponentCollection> for &IInspectable
impl From<&SceneComponentCollection> for &IInspectable
§fn from(value: &SceneComponentCollection) -> Self
fn from(value: &SceneComponentCollection) -> Self
Converts to this type from the input type.
§impl From<&SceneComponentCollection> for &IUnknown
impl From<&SceneComponentCollection> for &IUnknown
§fn from(value: &SceneComponentCollection) -> Self
fn from(value: &SceneComponentCollection) -> Self
Converts to this type from the input type.
§impl From<SceneComponentCollection> for IInspectable
impl From<SceneComponentCollection> for IInspectable
§fn from(value: SceneComponentCollection) -> Self
fn from(value: SceneComponentCollection) -> Self
Converts to this type from the input type.
§impl From<SceneComponentCollection> for IUnknown
impl From<SceneComponentCollection> for IUnknown
§fn from(value: SceneComponentCollection) -> Self
fn from(value: SceneComponentCollection) -> Self
Converts to this type from the input type.
§impl Interface for SceneComponentCollection
impl Interface for SceneComponentCollection
§const IID: GUID = <super::super::super::Foundation::Collections::IVector<SceneComponent> as
windows_core::Interface>::IID
const IID: GUID = <super::super::super::Foundation::Collections::IVector<SceneComponent> as windows_core::Interface>::IID
The
GUID
associated with the interface.§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§fn cast_to_any<T>(&self) -> Result<&(dyn Any + 'static), Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
fn cast_to_any<T>(&self) -> Result<&(dyn Any + 'static), Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
This casts the given COM interface to [
&dyn Any
]. Read more§fn is_object<T>(&self) -> boolwhere
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
fn is_object<T>(&self) -> boolwhere
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
§fn cast_object_ref<T>(&self) -> Result<&<T as ComObjectInner>::Outer, Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
fn cast_object_ref<T>(&self) -> Result<&<T as ComObjectInner>::Outer, Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
This casts the given COM interface to [
&dyn Any
]. It returns a reference to the “outer”
object, e.g. &MyApp_Impl
, not the inner &MyApp
object. Read more§fn cast_object<T>(&self) -> Result<ComObject<T>, Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
fn cast_object<T>(&self) -> Result<ComObject<T>, Error>where
T: ComObjectInner,
<T as ComObjectInner>::Outer: Any + 'static + IUnknownImpl<Impl = T>,
This casts the given COM interface to [
&dyn Any
]. It returns a reference to the “outer”
object, e.g. MyApp_Impl
, not the inner MyApp
object. Read more§fn downgrade(&self) -> Result<Weak<Self>, Error>
fn downgrade(&self) -> Result<Weak<Self>, Error>
Attempts to create a [
Weak
] reference to this object.§impl IntoIterator for &SceneComponentCollection
impl IntoIterator for &SceneComponentCollection
§type Item = SceneComponent
type Item = SceneComponent
The type of the elements being iterated over.
§type IntoIter = VectorIterator<<&SceneComponentCollection as IntoIterator>::Item>
type IntoIter = VectorIterator<<&SceneComponentCollection as IntoIterator>::Item>
Which kind of iterator are we turning this into?
§impl IntoIterator for SceneComponentCollection
impl IntoIterator for SceneComponentCollection
§type Item = SceneComponent
type Item = SceneComponent
The type of the elements being iterated over.
§type IntoIter = VectorIterator<<SceneComponentCollection as IntoIterator>::Item>
type IntoIter = VectorIterator<<SceneComponentCollection as IntoIterator>::Item>
Which kind of iterator are we turning this into?
§impl PartialEq for SceneComponentCollection
impl PartialEq for SceneComponentCollection
§fn eq(&self, other: &SceneComponentCollection) -> bool
fn eq(&self, other: &SceneComponentCollection) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Eq for SceneComponentCollection
impl Send for SceneComponentCollection
impl StructuralPartialEq for SceneComponentCollection
impl Sync for SceneComponentCollection
Auto Trait Implementations§
impl Freeze for SceneComponentCollection
impl RefUnwindSafe for SceneComponentCollection
impl Unpin for SceneComponentCollection
impl UnwindSafe for SceneComponentCollection
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
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§default unsafe fn clone_to_uninit(&self, dst: *mut T)
default unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)