Struct windows::UI::Composition::Scenes::SceneMeshMaterialAttributeMap
pub struct SceneMeshMaterialAttributeMap(/* private fields */);
Implementations§
§impl SceneMeshMaterialAttributeMap
impl SceneMeshMaterialAttributeMap
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<IKeyValuePair<HSTRING, SceneAttributeSemantic>>>
pub fn Lookup(&self, key: &HSTRING) -> Result<SceneAttributeSemantic>
pub fn Size(&self) -> Result<u32>
pub fn HasKey(&self, key: &HSTRING) -> Result<bool>
pub fn GetView(&self) -> Result<IMapView<HSTRING, SceneAttributeSemantic>>
pub fn Insert( &self, key: &HSTRING, value: SceneAttributeSemantic, ) -> Result<bool>
pub fn Remove(&self, key: &HSTRING) -> Result<()>
pub fn Clear(&self) -> Result<()>
Trait Implementations§
§impl CanInto<CompositionObject> for SceneMeshMaterialAttributeMap
impl CanInto<CompositionObject> for SceneMeshMaterialAttributeMap
§impl CanInto<IAnimationObject> for SceneMeshMaterialAttributeMap
impl CanInto<IAnimationObject> for SceneMeshMaterialAttributeMap
§impl CanInto<IInspectable> for SceneMeshMaterialAttributeMap
impl CanInto<IInspectable> for SceneMeshMaterialAttributeMap
§impl CanInto<IIterable<IKeyValuePair<HSTRING, SceneAttributeSemantic>>> for SceneMeshMaterialAttributeMap
impl CanInto<IIterable<IKeyValuePair<HSTRING, SceneAttributeSemantic>>> for SceneMeshMaterialAttributeMap
§impl CanInto<IMap<HSTRING, SceneAttributeSemantic>> for SceneMeshMaterialAttributeMap
impl CanInto<IMap<HSTRING, SceneAttributeSemantic>> for SceneMeshMaterialAttributeMap
§impl CanInto<IUnknown> for SceneMeshMaterialAttributeMap
impl CanInto<IUnknown> for SceneMeshMaterialAttributeMap
§impl CanInto<SceneObject> for SceneMeshMaterialAttributeMap
impl CanInto<SceneObject> for SceneMeshMaterialAttributeMap
§impl Clone for SceneMeshMaterialAttributeMap
impl Clone for SceneMeshMaterialAttributeMap
§fn clone(&self) -> SceneMeshMaterialAttributeMap
fn clone(&self) -> SceneMeshMaterialAttributeMap
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 SceneMeshMaterialAttributeMap
impl Debug for SceneMeshMaterialAttributeMap
§impl From<&SceneMeshMaterialAttributeMap> for &IInspectable
impl From<&SceneMeshMaterialAttributeMap> for &IInspectable
§fn from(value: &SceneMeshMaterialAttributeMap) -> Self
fn from(value: &SceneMeshMaterialAttributeMap) -> Self
Converts to this type from the input type.
§impl From<&SceneMeshMaterialAttributeMap> for &IUnknown
impl From<&SceneMeshMaterialAttributeMap> for &IUnknown
§fn from(value: &SceneMeshMaterialAttributeMap) -> Self
fn from(value: &SceneMeshMaterialAttributeMap) -> Self
Converts to this type from the input type.
§impl From<SceneMeshMaterialAttributeMap> for IInspectable
impl From<SceneMeshMaterialAttributeMap> for IInspectable
§fn from(value: SceneMeshMaterialAttributeMap) -> Self
fn from(value: SceneMeshMaterialAttributeMap) -> Self
Converts to this type from the input type.
§impl From<SceneMeshMaterialAttributeMap> for IUnknown
impl From<SceneMeshMaterialAttributeMap> for IUnknown
§fn from(value: SceneMeshMaterialAttributeMap) -> Self
fn from(value: SceneMeshMaterialAttributeMap) -> Self
Converts to this type from the input type.
§impl Interface for SceneMeshMaterialAttributeMap
impl Interface for SceneMeshMaterialAttributeMap
§const IID: GUID = <ISceneMeshMaterialAttributeMap as windows_core::Interface>::IID
const IID: GUID = <ISceneMeshMaterialAttributeMap 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 &SceneMeshMaterialAttributeMap
impl IntoIterator for &SceneMeshMaterialAttributeMap
§type Item = IKeyValuePair<HSTRING, SceneAttributeSemantic>
type Item = IKeyValuePair<HSTRING, SceneAttributeSemantic>
The type of the elements being iterated over.
§type IntoIter = IIterator<<&SceneMeshMaterialAttributeMap as IntoIterator>::Item>
type IntoIter = IIterator<<&SceneMeshMaterialAttributeMap as IntoIterator>::Item>
Which kind of iterator are we turning this into?
§impl IntoIterator for SceneMeshMaterialAttributeMap
impl IntoIterator for SceneMeshMaterialAttributeMap
§type Item = IKeyValuePair<HSTRING, SceneAttributeSemantic>
type Item = IKeyValuePair<HSTRING, SceneAttributeSemantic>
The type of the elements being iterated over.
§type IntoIter = IIterator<<SceneMeshMaterialAttributeMap as IntoIterator>::Item>
type IntoIter = IIterator<<SceneMeshMaterialAttributeMap as IntoIterator>::Item>
Which kind of iterator are we turning this into?
§impl PartialEq for SceneMeshMaterialAttributeMap
impl PartialEq for SceneMeshMaterialAttributeMap
§fn eq(&self, other: &SceneMeshMaterialAttributeMap) -> bool
fn eq(&self, other: &SceneMeshMaterialAttributeMap) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Eq for SceneMeshMaterialAttributeMap
impl Send for SceneMeshMaterialAttributeMap
impl StructuralPartialEq for SceneMeshMaterialAttributeMap
impl Sync for SceneMeshMaterialAttributeMap
Auto Trait Implementations§
impl Freeze for SceneMeshMaterialAttributeMap
impl RefUnwindSafe for SceneMeshMaterialAttributeMap
impl Unpin for SceneMeshMaterialAttributeMap
impl UnwindSafe for SceneMeshMaterialAttributeMap
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
)