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@nodert-win11/windows.ui.composition.scenes

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Use the Windows.UI.Composition.Scenes UWP API directly from Node.js

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Vector3 = (function () { var cls = function Vector3() { this.x = new Number(); this.y = new Number(); this.z = new Number(); }; return cls; }) (); exports.Vector3 = Vector3; Vector4 = (function () { var cls = function Vector4() { this.x = new Number(); this.y = new Number(); this.z = new Number(); this.w = new Number(); }; return cls; }) (); exports.Vector4 = Vector4; Quaternion = (function () { var cls = function Quaternion() { this.x = new Number(); this.y = new Number(); this.z = new Number(); this.w = new Number(); }; return cls; }) (); exports.Quaternion = Quaternion; Matrix4x4 = (function () { var cls = function Matrix4x4() { this.m11 = new Number(); this.m12 = new Number(); this.m13 = new Number(); this.m14 = new Number(); this.m21 = new Number(); this.m22 = new Number(); this.m23 = new Number(); this.m24 = new Number(); this.m31 = new Number(); this.m32 = new Number(); this.m33 = new Number(); this.m34 = new Number(); this.m41 = new Number(); this.m42 = new Number(); this.m43 = new Number(); this.m44 = new Number(); }; return cls; }) (); exports.Matrix4x4 = Matrix4x4; Vector2 = (function () { var cls = function Vector2() { this.x = new Number(); this.y = new Number(); }; return cls; }) (); exports.Vector2 = Vector2; _SceneAlphaMode = function () { this.opaque = 0; this.alphaTest = 1; this.blend = 2; } exports.SceneAlphaMode = new _SceneAlphaMode(); _SceneAttributeSemantic = function () { this.index = 0; this.vertex = 1; this.normal = 2; this.texCoord0 = 3; this.texCoord1 = 4; this.color = 5; this.tangent = 6; } exports.SceneAttributeSemantic = new _SceneAttributeSemantic(); _SceneComponentType = function () { this.meshRendererComponent = 0; } exports.SceneComponentType = new _SceneComponentType(); _SceneWrappingMode = function () { this.clampToEdge = 0; this.mirroredRepeat = 1; this.repeat = 2; } exports.SceneWrappingMode = new _SceneWrappingMode(); SceneObject = (function () { var cls = function SceneObject() { this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; return cls; }) (); exports.SceneObject = SceneObject; SceneBoundingBox = (function () { var cls = function SceneBoundingBox() { this.center = new Vector3(); this.extents = new Vector3(); this.max = new Vector3(); this.min = new Vector3(); this.size = new Vector3(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; return cls; }) (); exports.SceneBoundingBox = SceneBoundingBox; SceneComponent = (function () { var cls = function SceneComponent() { this.componentType = new SceneComponentType(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; return cls; }) (); exports.SceneComponent = SceneComponent; SceneComponentCollection = (function () { var cls = function SceneComponentCollection() { this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; cls.prototype.getAt = function getAt(index) { /// <signature> /// <summary>Function summary.</summary> /// <param name="index" type="Number">A param.</param> /// <returns type="SceneComponent" /> /// </signature> return new SceneComponent(); } cls.prototype.getView = function getView() { /// <signature> /// <summary>Function summary.</summary> /// <returns type="Object" /> /// </signature> return new Object(); } cls.prototype.indexOf = function indexOf(value, index) { /// <signature> /// <summary>Function summary.</summary> /// <param name="value" type="SceneComponent">A param.</param> /// <param name="index" type="Number">A param.</param> /// <returns type="Boolean" /> /// </signature> return new Boolean(); } cls.prototype.setAt = function setAt(index, value) { /// <signature> /// <summary>Function summary.</summary> /// <param name="index" type="Number">A param.</param> /// <param name="value" type="SceneComponent">A param.</param> /// </signature> } cls.prototype.insertAt = function insertAt(index, value) { /// <signature> /// <summary>Function summary.</summary> /// <param name="index" type="Number">A param.</param> /// <param name="value" type="SceneComponent">A param.</param> /// </signature> } cls.prototype.removeAt = function removeAt(index) { /// <signature> /// <summary>Function summary.</summary> /// <param name="index" type="Number">A param.</param> /// </signature> } cls.prototype.append = function append(value) { /// <signature> /// <summary>Function summary.</summary> /// <param name="value" type="SceneComponent">A param.</param> /// </signature> } cls.prototype.removeAtEnd = function removeAtEnd() { /// <signature> /// <summary>Function summary.</summary> /// </signature> } cls.prototype.clear = function clear() { /// <signature> /// <summary>Function summary.</summary> /// </signature> } cls.prototype.getMany = function () { } cls.prototype.replaceAll = function replaceAll(items) { /// <signature> /// <summary>Function summary.</summary> /// <param name="items" type="Array<Object>">A param.</param> /// </signature> } cls.prototype.first = function first() { /// <signature> /// <summary>Function summary.</summary> /// <returns type="Object" /> /// </signature> return new Object(); } return cls; }) (); exports.SceneComponentCollection = SceneComponentCollection; SceneMaterial = (function () { var cls = function SceneMaterial() { this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; return cls; }) (); exports.SceneMaterial = SceneMaterial; SceneMaterialInput = (function () { var cls = function SceneMaterialInput() { this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; return cls; }) (); exports.SceneMaterialInput = SceneMaterialInput; SceneMesh = (function () { var cls = function SceneMesh() { this.primitiveTopology = new Number(); this.bounds = new SceneBoundingBox(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; cls.prototype.fillMeshAttribute = function fillMeshAttribute(semantic, format, memory) { /// <signature> /// <summary>Function summary.</summary> /// <param name="semantic" type="SceneAttributeSemantic">A param.</param> /// <param name="format" type="Number">A param.</param> /// <param name="memory" type="Object">A param.</param> /// </signature> } cls.create = function create(compositor) { /// <signature> /// <summary>Function summary.</summary> /// <param name="compositor" type="Object">A param.</param> /// <returns type="SceneMesh" /> /// </signature> return new SceneMesh(); } return cls; }) (); exports.SceneMesh = SceneMesh; SceneMeshMaterialAttributeMap = (function () { var cls = function SceneMeshMaterialAttributeMap() { this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; cls.prototype.lookup = function lookup(key) { /// <signature> /// <summary>Function summary.</summary> /// <param name="key" type="String">A param.</param> /// <returns type="SceneAttributeSemantic" /> /// </signature> return new SceneAttributeSemantic(); } cls.prototype.hasKey = function hasKey(key) { /// <signature> /// <summary>Function summary.</summary> /// <param name="key" type="String">A param.</param> /// <returns type="Boolean" /> /// </signature> return new Boolean(); } cls.prototype.getView = function getView() { /// <signature> /// <summary>Function summary.</summary> /// <returns type="Object" /> /// </signature> return new Object(); } cls.prototype.insert = function insert(key, value) { /// <signature> /// <summary>Function summary.</summary> /// <param name="key" type="String">A param.</param> /// <param name="value" type="SceneAttributeSemantic">A param.</param> /// <returns type="Boolean" /> /// </signature> return new Boolean(); } cls.prototype.remove = function remove(key) { /// <signature> /// <summary>Function summary.</summary> /// <param name="key" type="String">A param.</param> /// </signature> } cls.prototype.clear = function clear() { /// <signature> /// <summary>Function summary.</summary> /// </signature> } cls.prototype.first = function first() { /// <signature> /// <summary>Function summary.</summary> /// <returns type="Object" /> /// </signature> return new Object(); } return cls; }) (); exports.SceneMeshMaterialAttributeMap = SceneMeshMaterialAttributeMap; SceneRendererComponent = (function () { var cls = function SceneRendererComponent() { this.componentType = new SceneComponentType(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; return cls; }) (); exports.SceneRendererComponent = SceneRendererComponent; SceneMeshRendererComponent = (function () { var cls = function SceneMeshRendererComponent() { this.mesh = new SceneMesh(); this.material = new SceneMaterial(); this.uVMappings = new SceneMeshMaterialAttributeMap(); this.componentType = new SceneComponentType(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; cls.create = function create(compositor) { /// <signature> /// <summary>Function summary.</summary> /// <param name="compositor" type="Object">A param.</param> /// <returns type="SceneMeshRendererComponent" /> /// </signature> return new SceneMeshRendererComponent(); } return cls; }) (); exports.SceneMeshRendererComponent = SceneMeshRendererComponent; ScenePbrMaterial = (function () { var cls = function ScenePbrMaterial() { this.occlusionStrength = new Number(); this.occlusionInput = new SceneMaterialInput(); this.normalScale = new Number(); this.normalInput = new SceneMaterialInput(); this.isDoubleSided = new Boolean(); this.emissiveInput = new SceneMaterialInput(); this.emissiveFactor = new Vector3(); this.alphaMode = new SceneAlphaMode(); this.alphaCutoff = new Number(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; return cls; }) (); exports.ScenePbrMaterial = ScenePbrMaterial; SceneMetallicRoughnessMaterial = (function () { var cls = function SceneMetallicRoughnessMaterial() { this.roughnessFactor = new Number(); this.metallicRoughnessInput = new SceneMaterialInput(); this.metallicFactor = new Number(); this.baseColorInput = new SceneMaterialInput(); this.baseColorFactor = new Vector4(); this.occlusionStrength = new Number(); this.occlusionInput = new SceneMaterialInput(); this.normalScale = new Number(); this.normalInput = new SceneMaterialInput(); this.isDoubleSided = new Boolean(); this.emissiveInput = new SceneMaterialInput(); this.emissiveFactor = new Vector3(); this.alphaMode = new SceneAlphaMode(); this.alphaCutoff = new Number(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; cls.create = function create(compositor) { /// <signature> /// <summary>Function summary.</summary> /// <param name="compositor" type="Object">A param.</param> /// <returns type="SceneMetallicRoughnessMaterial" /> /// </signature> return new SceneMetallicRoughnessMaterial(); } return cls; }) (); exports.SceneMetallicRoughnessMaterial = SceneMetallicRoughnessMaterial; SceneModelTransform = (function () { var cls = function SceneModelTransform() { this.translation = new Vector3(); this.scale = new Vector3(); this.rotationAxis = new Vector3(); this.rotationAngleInDegrees = new Number(); this.rotationAngle = new Number(); this.orientation = new Quaternion(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; return cls; }) (); exports.SceneModelTransform = SceneModelTransform; SceneNode = (function () { var cls = function SceneNode() { this.children = new SceneNodeCollection(); this.components = new SceneComponentCollection(); this.parent = new SceneNode(); this.transform = new SceneModelTransform(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; cls.prototype.findFirstComponentOfType = function findFirstComponentOfType(value) { /// <signature> /// <summary>Function summary.</summary> /// <param name="value" type="SceneComponentType">A param.</param> /// <returns type="SceneComponent" /> /// </signature> return new SceneComponent(); } cls.create = function create(compositor) { /// <signature> /// <summary>Function summary.</summary> /// <param name="compositor" type="Object">A param.</param> /// <returns type="SceneNode" /> /// </signature> return new SceneNode(); } return cls; }) (); exports.SceneNode = SceneNode; SceneNodeCollection = (function () { var cls = function SceneNodeCollection() { this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; cls.prototype.getAt = function getAt(index) { /// <signature> /// <summary>Function summary.</summary> /// <param name="index" type="Number">A param.</param> /// <returns type="SceneNode" /> /// </signature> return new SceneNode(); } cls.prototype.getView = function getView() { /// <signature> /// <summary>Function summary.</summary> /// <returns type="Object" /> /// </signature> return new Object(); } cls.prototype.indexOf = function indexOf(value, index) { /// <signature> /// <summary>Function summary.</summary> /// <param name="value" type="SceneNode">A param.</param> /// <param name="index" type="Number">A param.</param> /// <returns type="Boolean" /> /// </signature> return new Boolean(); } cls.prototype.setAt = function setAt(index, value) { /// <signature> /// <summary>Function summary.</summary> /// <param name="index" type="Number">A param.</param> /// <param name="value" type="SceneNode">A param.</param> /// </signature> } cls.prototype.insertAt = function insertAt(index, value) { /// <signature> /// <summary>Function summary.</summary> /// <param name="index" type="Number">A param.</param> /// <param name="value" type="SceneNode">A param.</param> /// </signature> } cls.prototype.removeAt = function removeAt(index) { /// <signature> /// <summary>Function summary.</summary> /// <param name="index" type="Number">A param.</param> /// </signature> } cls.prototype.append = function append(value) { /// <signature> /// <summary>Function summary.</summary> /// <param name="value" type="SceneNode">A param.</param> /// </signature> } cls.prototype.removeAtEnd = function removeAtEnd() { /// <signature> /// <summary>Function summary.</summary> /// </signature> } cls.prototype.clear = function clear() { /// <signature> /// <summary>Function summary.</summary> /// </signature> } cls.prototype.getMany = function () { } cls.prototype.replaceAll = function replaceAll(items) { /// <signature> /// <summary>Function summary.</summary> /// <param name="items" type="Array<Object>">A param.</param> /// </signature> } cls.prototype.first = function first() { /// <signature> /// <summary>Function summary.</summary> /// <returns type="Object" /> /// </signature> return new Object(); } return cls; }) (); exports.SceneNodeCollection = SceneNodeCollection; SceneSurfaceMaterialInput = (function () { var cls = function SceneSurfaceMaterialInput() { this.wrappingVMode = new SceneWrappingMode(); this.wrappingUMode = new SceneWrappingMode(); this.surface = new Object(); this.bitmapInterpolationMode = new Number(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; cls.create = function create(compositor) { /// <signature> /// <summary>Function summary.</summary> /// <param name="compositor" type="Object">A param.</param> /// <returns type="SceneSurfaceMaterialInput" /> /// </signature> return new SceneSurfaceMaterialInput(); } return cls; }) (); exports.SceneSurfaceMaterialInput = SceneSurfaceMaterialInput; SceneVisual = (function () { var cls = function SceneVisual() { this.root = new SceneNode(); this.children = new Object(); this.transformMatrix = new Matrix4x4(); this.size = new Vector2(); this.scale = new Vector3(); this.rotationAxis = new Vector3(); this.rotationAngleInDegrees = new Number(); this.rotationAngle = new Number(); this.orientation = new Quaternion(); this.opacity = new Number(); this.offset = new Vector3(); this.isVisible = new Boolean(); this.compositeMode = new Number(); this.clip = new Object(); this.centerPoint = new Vector3(); this.borderMode = new Number(); this.backfaceVisibility = new Number(); this.anchorPoint = new Vector2(); this.parent = new Object(); this.relativeSizeAdjustment = new Vector2(); this.relativeOffsetAdjustment = new Vector3(); this.parentForTransform = new Object(); this.isHitTestVisible = new Boolean(); this.isPixelSnappingEnabled = new Boolean(); this.compositor = new Object(); this.dispatcher = new Object(); this.properties = new Object(); this.implicitAnimations = new Object(); this.comment = new String(); this.dispatcherQueue = new Object(); }; cls.create = function create(compositor) { /// <signature> /// <summary>Function summary.</summary> /// <param name="compositor" type="Object">A param.</param> /// <returns type="SceneVisual" /> /// </signature> return new SceneVisual(); } return cls; }) (); exports.SceneVisual = SceneVisual;