winrt-Windows.UI.Composition.Scenes 2.2.0__cp313-cp313-win_arm64.whl

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+ # WARNING: Please don't edit this file. It was generated by Python/WinRT v2.2.0
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+
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+ import datetime
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+ import sys
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+ import types
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+ import typing
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+ import uuid as _uuid
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+ from builtins import property as _property
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+
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+ import winrt._winrt
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+ import winrt.system
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+ import winrt.windows.foundation as windows_foundation
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+ import winrt.windows.foundation.collections as windows_foundation_collections
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+ import winrt.windows.foundation.numerics as windows_foundation_numerics
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+ import winrt.windows.graphics.directx as windows_graphics_directx
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+ import winrt.windows.system as windows_system
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+ import winrt.windows.ui.composition as windows_ui_composition
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+ import winrt.windows.ui.core as windows_ui_core
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+
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+ from winrt.windows.ui.composition.scenes import SceneAlphaMode, SceneAttributeSemantic, SceneComponentType, SceneWrappingMode
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+
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+ Self = typing.TypeVar('Self')
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+
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+ @typing.final
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+ class SceneBoundingBox(winrt.system.Object):
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+ @staticmethod
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+ def _from(obj: winrt.system.Object, /) -> SceneBoundingBox: ...
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+ def close(self) -> None: ...
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+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
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+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def stop_animation(self, property_name: str, /) -> None: ...
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+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
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+ @_property
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+ def center(self) -> windows_foundation_numerics.Vector3: ...
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+ @_property
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+ def extents(self) -> windows_foundation_numerics.Vector3: ...
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+ @_property
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+ def max(self) -> windows_foundation_numerics.Vector3: ...
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+ @_property
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+ def min(self) -> windows_foundation_numerics.Vector3: ...
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+ @_property
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+ def size(self) -> windows_foundation_numerics.Vector3: ...
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+ @_property
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+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
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+ @_property
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+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
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+ @_property
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+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
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+ @_property
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+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
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+ @implicit_animations.setter
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+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
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+ @_property
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+ def comment(self) -> str: ...
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+ @comment.setter
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+ def comment(self, value: str) -> None: ...
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+ @_property
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+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
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+
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+ @typing.final
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+ class SceneComponent(winrt.system.Object):
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+ @staticmethod
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+ def _from(obj: winrt.system.Object, /) -> SceneComponent: ...
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+ def close(self) -> None: ...
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+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
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+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def stop_animation(self, property_name: str, /) -> None: ...
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+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
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+ @_property
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+ def component_type(self) -> SceneComponentType: ...
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+ @_property
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+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
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+ @_property
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+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
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+ @_property
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+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
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+ @_property
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+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
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+ @implicit_animations.setter
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+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
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+ @_property
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+ def comment(self) -> str: ...
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+ @comment.setter
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+ def comment(self, value: str) -> None: ...
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+ @_property
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+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
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+
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+ @typing.final
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+ class SceneComponentCollection(winrt.system.Object, winrt._winrt.MutableSequence[SceneComponent]):
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+ def __len__(self) -> int: ...
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+ def __iter__(self) -> windows_foundation_collections.IIterator[SceneComponent]: ...
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+ @typing.overload
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+ def __getitem__(self, index: typing.SupportsIndex) -> SceneComponent: ...
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+ @typing.overload
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+ def __getitem__(self, index: slice) -> winrt.system.Array[SceneComponent]: ...
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+ @typing.overload
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+ def __delitem__(self, index: typing.SupportsIndex) -> None: ...
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+ @typing.overload
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+ def __delitem__(self, index: slice) -> None: ...
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+ @typing.overload
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+ def __setitem__(self, index: typing.SupportsIndex, value: SceneComponent) -> None: ...
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+ @typing.overload
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+ def __setitem__(self, index: slice, value: typing.Iterable[SceneComponent]) -> None: ...
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+ @staticmethod
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+ def _from(obj: winrt.system.Object, /) -> SceneComponentCollection: ...
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+ def append(self, value: typing.Optional[SceneComponent], /) -> None: ...
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+ def clear(self) -> None: ...
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+ def close(self) -> None: ...
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+ def first(self) -> typing.Optional[windows_foundation_collections.IIterator[SceneComponent]]: ...
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+ def get_at(self, index: winrt.system.UInt32, /) -> typing.Optional[SceneComponent]: ...
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+ def get_many(self, start_index: winrt.system.UInt32, items: winrt.system.Array[SceneComponent], /) -> winrt.system.UInt32: ...
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+ def get_view(self) -> typing.Optional[windows_foundation_collections.IVectorView[SceneComponent]]: ...
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+ def index_of(self, value: typing.Optional[SceneComponent], /) -> typing.Tuple[bool, winrt.system.UInt32]: ...
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+ def insert_at(self, index: winrt.system.UInt32, value: typing.Optional[SceneComponent], /) -> None: ...
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+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
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+ def remove_at(self, index: winrt.system.UInt32, /) -> None: ...
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+ def remove_at_end(self) -> None: ...
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+ def replace_all(self, items: winrt.system.Array[SceneComponent], /) -> None: ...
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+ def set_at(self, index: winrt.system.UInt32, value: typing.Optional[SceneComponent], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
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+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def stop_animation(self, property_name: str, /) -> None: ...
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+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
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+ @_property
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+ def size(self) -> winrt.system.UInt32: ...
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+ @_property
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+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
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+ @_property
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+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
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+ @_property
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+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
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+ @_property
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+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
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+ @implicit_animations.setter
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+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
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+ @_property
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+ def comment(self) -> str: ...
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+ @comment.setter
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+ def comment(self, value: str) -> None: ...
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+ @_property
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+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
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+
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+ @typing.final
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+ class SceneMaterial(winrt.system.Object):
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+ @staticmethod
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+ def _from(obj: winrt.system.Object, /) -> SceneMaterial: ...
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+ def close(self) -> None: ...
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+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
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+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def stop_animation(self, property_name: str, /) -> None: ...
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+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
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+ @_property
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+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
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+ @_property
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+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
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+ @_property
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+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
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+ @_property
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+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
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+ @implicit_animations.setter
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+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
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+ @_property
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+ def comment(self) -> str: ...
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+ @comment.setter
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+ def comment(self, value: str) -> None: ...
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+ @_property
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+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
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+
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+ @typing.final
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+ class SceneMaterialInput(winrt.system.Object):
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+ @staticmethod
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+ def _from(obj: winrt.system.Object, /) -> SceneMaterialInput: ...
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+ def close(self) -> None: ...
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+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
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+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def stop_animation(self, property_name: str, /) -> None: ...
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+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
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+ @_property
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+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
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+ @_property
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+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
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+ @_property
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+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
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+ @_property
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+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
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+ @implicit_animations.setter
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+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
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+ @_property
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+ def comment(self) -> str: ...
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+ @comment.setter
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+ def comment(self, value: str) -> None: ...
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+ @_property
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+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
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+
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+ @typing.final
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+ class SceneMesh_Static(type):
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+ def create(cls, compositor: typing.Optional[windows_ui_composition.Compositor], /) -> typing.Optional[SceneMesh]: ...
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+
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+ @typing.final
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+ class SceneMesh(winrt.system.Object, metaclass=SceneMesh_Static):
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+ @staticmethod
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+ def _from(obj: winrt.system.Object, /) -> SceneMesh: ...
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+ def close(self) -> None: ...
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+ def fill_mesh_attribute(self, semantic: SceneAttributeSemantic, format: windows_graphics_directx.DirectXPixelFormat, memory: typing.Optional[windows_foundation.MemoryBuffer], /) -> None: ...
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+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
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+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def stop_animation(self, property_name: str, /) -> None: ...
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+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
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+ @_property
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+ def primitive_topology(self) -> windows_graphics_directx.DirectXPrimitiveTopology: ...
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+ @primitive_topology.setter
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+ def primitive_topology(self, value: windows_graphics_directx.DirectXPrimitiveTopology) -> None: ...
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+ @_property
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+ def bounds(self) -> typing.Optional[SceneBoundingBox]: ...
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+ @_property
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+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
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+ @_property
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+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
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+ @_property
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+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
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+ @_property
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+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
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+ @implicit_animations.setter
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+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
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+ @_property
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+ def comment(self) -> str: ...
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+ @comment.setter
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+ def comment(self, value: str) -> None: ...
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+ @_property
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+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
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+
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+ @typing.final
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+ class SceneMeshMaterialAttributeMap(winrt.system.Object, winrt._winrt.MutableMapping[str, SceneAttributeSemantic]):
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+ def __len__(self) -> int: ...
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+ def __iter__(self) -> typing.Iterator[str]: ...
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+ def __contains__(self, key: object) -> bool: ...
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+ def __getitem__(self, key: str) -> SceneAttributeSemantic: ...
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+ def __setitem__(self, key: str, value: SceneAttributeSemantic) -> None: ...
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+ def __delitem__(self, key: str) -> None: ...
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+ @staticmethod
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+ def _from(obj: winrt.system.Object, /) -> SceneMeshMaterialAttributeMap: ...
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+ def clear(self) -> None: ...
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+ def close(self) -> None: ...
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+ def first(self) -> typing.Optional[windows_foundation_collections.IIterator[windows_foundation_collections.IKeyValuePair[str, SceneAttributeSemantic]]]: ...
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+ def get_view(self) -> typing.Optional[windows_foundation_collections.IMapView[str, SceneAttributeSemantic]]: ...
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+ def has_key(self, key: str, /) -> bool: ...
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+ def insert(self, key: str, value: SceneAttributeSemantic, /) -> bool: ...
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+ def lookup(self, key: str, /) -> SceneAttributeSemantic: ...
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+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
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+ def remove(self, key: str, /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
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+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def stop_animation(self, property_name: str, /) -> None: ...
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+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
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+ @_property
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+ def size(self) -> winrt.system.UInt32: ...
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+ @_property
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+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
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+ @_property
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+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
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+ @_property
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+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
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+ @_property
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+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
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+ @implicit_animations.setter
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+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
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+ @_property
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+ def comment(self) -> str: ...
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+ @comment.setter
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+ def comment(self, value: str) -> None: ...
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+ @_property
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+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
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+
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+ @typing.final
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+ class SceneMeshRendererComponent_Static(type):
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+ def create(cls, compositor: typing.Optional[windows_ui_composition.Compositor], /) -> typing.Optional[SceneMeshRendererComponent]: ...
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+
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+ @typing.final
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+ class SceneMeshRendererComponent(winrt.system.Object, metaclass=SceneMeshRendererComponent_Static):
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+ @staticmethod
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+ def _from(obj: winrt.system.Object, /) -> SceneMeshRendererComponent: ...
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+ def close(self) -> None: ...
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+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
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+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def stop_animation(self, property_name: str, /) -> None: ...
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+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
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+ @_property
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+ def mesh(self) -> typing.Optional[SceneMesh]: ...
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+ @mesh.setter
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+ def mesh(self, value: typing.Optional[SceneMesh]) -> None: ...
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+ @_property
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+ def material(self) -> typing.Optional[SceneMaterial]: ...
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+ @material.setter
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+ def material(self, value: typing.Optional[SceneMaterial]) -> None: ...
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+ @_property
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+ def u_v_mappings(self) -> typing.Optional[SceneMeshMaterialAttributeMap]: ...
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+ @_property
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+ def component_type(self) -> SceneComponentType: ...
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+ @_property
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+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
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+ @_property
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+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
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+ @_property
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+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
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+ @_property
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+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
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+ @implicit_animations.setter
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+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
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+ @_property
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+ def comment(self) -> str: ...
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+ @comment.setter
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+ def comment(self, value: str) -> None: ...
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+ @_property
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+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
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+
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+ @typing.final
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+ class SceneMetallicRoughnessMaterial_Static(type):
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+ def create(cls, compositor: typing.Optional[windows_ui_composition.Compositor], /) -> typing.Optional[SceneMetallicRoughnessMaterial]: ...
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+
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+ @typing.final
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+ class SceneMetallicRoughnessMaterial(winrt.system.Object, metaclass=SceneMetallicRoughnessMaterial_Static):
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+ @staticmethod
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+ def _from(obj: winrt.system.Object, /) -> SceneMetallicRoughnessMaterial: ...
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+ def close(self) -> None: ...
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+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
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+ @typing.overload
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+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
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+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
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+ def stop_animation(self, property_name: str, /) -> None: ...
370
+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
371
+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
372
+ @_property
373
+ def roughness_factor(self) -> winrt.system.Single: ...
374
+ @roughness_factor.setter
375
+ def roughness_factor(self, value: winrt.system.Single) -> None: ...
376
+ @_property
377
+ def metallic_roughness_input(self) -> typing.Optional[SceneMaterialInput]: ...
378
+ @metallic_roughness_input.setter
379
+ def metallic_roughness_input(self, value: typing.Optional[SceneMaterialInput]) -> None: ...
380
+ @_property
381
+ def metallic_factor(self) -> winrt.system.Single: ...
382
+ @metallic_factor.setter
383
+ def metallic_factor(self, value: winrt.system.Single) -> None: ...
384
+ @_property
385
+ def base_color_input(self) -> typing.Optional[SceneMaterialInput]: ...
386
+ @base_color_input.setter
387
+ def base_color_input(self, value: typing.Optional[SceneMaterialInput]) -> None: ...
388
+ @_property
389
+ def base_color_factor(self) -> windows_foundation_numerics.Vector4: ...
390
+ @base_color_factor.setter
391
+ def base_color_factor(self, value: windows_foundation_numerics.Vector4) -> None: ...
392
+ @_property
393
+ def occlusion_strength(self) -> winrt.system.Single: ...
394
+ @occlusion_strength.setter
395
+ def occlusion_strength(self, value: winrt.system.Single) -> None: ...
396
+ @_property
397
+ def occlusion_input(self) -> typing.Optional[SceneMaterialInput]: ...
398
+ @occlusion_input.setter
399
+ def occlusion_input(self, value: typing.Optional[SceneMaterialInput]) -> None: ...
400
+ @_property
401
+ def normal_scale(self) -> winrt.system.Single: ...
402
+ @normal_scale.setter
403
+ def normal_scale(self, value: winrt.system.Single) -> None: ...
404
+ @_property
405
+ def normal_input(self) -> typing.Optional[SceneMaterialInput]: ...
406
+ @normal_input.setter
407
+ def normal_input(self, value: typing.Optional[SceneMaterialInput]) -> None: ...
408
+ @_property
409
+ def is_double_sided(self) -> bool: ...
410
+ @is_double_sided.setter
411
+ def is_double_sided(self, value: bool) -> None: ...
412
+ @_property
413
+ def emissive_input(self) -> typing.Optional[SceneMaterialInput]: ...
414
+ @emissive_input.setter
415
+ def emissive_input(self, value: typing.Optional[SceneMaterialInput]) -> None: ...
416
+ @_property
417
+ def emissive_factor(self) -> windows_foundation_numerics.Vector3: ...
418
+ @emissive_factor.setter
419
+ def emissive_factor(self, value: windows_foundation_numerics.Vector3) -> None: ...
420
+ @_property
421
+ def alpha_mode(self) -> SceneAlphaMode: ...
422
+ @alpha_mode.setter
423
+ def alpha_mode(self, value: SceneAlphaMode) -> None: ...
424
+ @_property
425
+ def alpha_cutoff(self) -> winrt.system.Single: ...
426
+ @alpha_cutoff.setter
427
+ def alpha_cutoff(self, value: winrt.system.Single) -> None: ...
428
+ @_property
429
+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
430
+ @_property
431
+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
432
+ @_property
433
+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
434
+ @_property
435
+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
436
+ @implicit_animations.setter
437
+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
438
+ @_property
439
+ def comment(self) -> str: ...
440
+ @comment.setter
441
+ def comment(self, value: str) -> None: ...
442
+ @_property
443
+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
444
+
445
+ @typing.final
446
+ class SceneModelTransform(winrt.system.Object):
447
+ @staticmethod
448
+ def _from(obj: winrt.system.Object, /) -> SceneModelTransform: ...
449
+ def close(self) -> None: ...
450
+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
451
+ @typing.overload
452
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
453
+ @typing.overload
454
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
455
+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
456
+ def stop_animation(self, property_name: str, /) -> None: ...
457
+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
458
+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
459
+ @_property
460
+ def translation(self) -> windows_foundation_numerics.Vector3: ...
461
+ @translation.setter
462
+ def translation(self, value: windows_foundation_numerics.Vector3) -> None: ...
463
+ @_property
464
+ def scale(self) -> windows_foundation_numerics.Vector3: ...
465
+ @scale.setter
466
+ def scale(self, value: windows_foundation_numerics.Vector3) -> None: ...
467
+ @_property
468
+ def rotation_axis(self) -> windows_foundation_numerics.Vector3: ...
469
+ @rotation_axis.setter
470
+ def rotation_axis(self, value: windows_foundation_numerics.Vector3) -> None: ...
471
+ @_property
472
+ def rotation_angle_in_degrees(self) -> winrt.system.Single: ...
473
+ @rotation_angle_in_degrees.setter
474
+ def rotation_angle_in_degrees(self, value: winrt.system.Single) -> None: ...
475
+ @_property
476
+ def rotation_angle(self) -> winrt.system.Single: ...
477
+ @rotation_angle.setter
478
+ def rotation_angle(self, value: winrt.system.Single) -> None: ...
479
+ @_property
480
+ def orientation(self) -> windows_foundation_numerics.Quaternion: ...
481
+ @orientation.setter
482
+ def orientation(self, value: windows_foundation_numerics.Quaternion) -> None: ...
483
+ @_property
484
+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
485
+ @_property
486
+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
487
+ @_property
488
+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
489
+ @_property
490
+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
491
+ @implicit_animations.setter
492
+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
493
+ @_property
494
+ def comment(self) -> str: ...
495
+ @comment.setter
496
+ def comment(self, value: str) -> None: ...
497
+ @_property
498
+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
499
+
500
+ @typing.final
501
+ class SceneNode_Static(type):
502
+ def create(cls, compositor: typing.Optional[windows_ui_composition.Compositor], /) -> typing.Optional[SceneNode]: ...
503
+
504
+ @typing.final
505
+ class SceneNode(winrt.system.Object, metaclass=SceneNode_Static):
506
+ @staticmethod
507
+ def _from(obj: winrt.system.Object, /) -> SceneNode: ...
508
+ def close(self) -> None: ...
509
+ def find_first_component_of_type(self, value: SceneComponentType, /) -> typing.Optional[SceneComponent]: ...
510
+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
511
+ @typing.overload
512
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
513
+ @typing.overload
514
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
515
+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
516
+ def stop_animation(self, property_name: str, /) -> None: ...
517
+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
518
+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
519
+ @_property
520
+ def children(self) -> typing.Optional[SceneNodeCollection]: ...
521
+ @_property
522
+ def components(self) -> typing.Optional[SceneComponentCollection]: ...
523
+ @_property
524
+ def parent(self) -> typing.Optional[SceneNode]: ...
525
+ @_property
526
+ def transform(self) -> typing.Optional[SceneModelTransform]: ...
527
+ @_property
528
+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
529
+ @_property
530
+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
531
+ @_property
532
+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
533
+ @_property
534
+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
535
+ @implicit_animations.setter
536
+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
537
+ @_property
538
+ def comment(self) -> str: ...
539
+ @comment.setter
540
+ def comment(self, value: str) -> None: ...
541
+ @_property
542
+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
543
+
544
+ @typing.final
545
+ class SceneNodeCollection(winrt.system.Object, winrt._winrt.MutableSequence[SceneNode]):
546
+ def __len__(self) -> int: ...
547
+ def __iter__(self) -> windows_foundation_collections.IIterator[SceneNode]: ...
548
+ @typing.overload
549
+ def __getitem__(self, index: typing.SupportsIndex) -> SceneNode: ...
550
+ @typing.overload
551
+ def __getitem__(self, index: slice) -> winrt.system.Array[SceneNode]: ...
552
+ @typing.overload
553
+ def __delitem__(self, index: typing.SupportsIndex) -> None: ...
554
+ @typing.overload
555
+ def __delitem__(self, index: slice) -> None: ...
556
+ @typing.overload
557
+ def __setitem__(self, index: typing.SupportsIndex, value: SceneNode) -> None: ...
558
+ @typing.overload
559
+ def __setitem__(self, index: slice, value: typing.Iterable[SceneNode]) -> None: ...
560
+ @staticmethod
561
+ def _from(obj: winrt.system.Object, /) -> SceneNodeCollection: ...
562
+ def append(self, value: typing.Optional[SceneNode], /) -> None: ...
563
+ def clear(self) -> None: ...
564
+ def close(self) -> None: ...
565
+ def first(self) -> typing.Optional[windows_foundation_collections.IIterator[SceneNode]]: ...
566
+ def get_at(self, index: winrt.system.UInt32, /) -> typing.Optional[SceneNode]: ...
567
+ def get_many(self, start_index: winrt.system.UInt32, items: winrt.system.Array[SceneNode], /) -> winrt.system.UInt32: ...
568
+ def get_view(self) -> typing.Optional[windows_foundation_collections.IVectorView[SceneNode]]: ...
569
+ def index_of(self, value: typing.Optional[SceneNode], /) -> typing.Tuple[bool, winrt.system.UInt32]: ...
570
+ def insert_at(self, index: winrt.system.UInt32, value: typing.Optional[SceneNode], /) -> None: ...
571
+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
572
+ def remove_at(self, index: winrt.system.UInt32, /) -> None: ...
573
+ def remove_at_end(self) -> None: ...
574
+ def replace_all(self, items: winrt.system.Array[SceneNode], /) -> None: ...
575
+ def set_at(self, index: winrt.system.UInt32, value: typing.Optional[SceneNode], /) -> None: ...
576
+ @typing.overload
577
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
578
+ @typing.overload
579
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
580
+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
581
+ def stop_animation(self, property_name: str, /) -> None: ...
582
+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
583
+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
584
+ @_property
585
+ def size(self) -> winrt.system.UInt32: ...
586
+ @_property
587
+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
588
+ @_property
589
+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
590
+ @_property
591
+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
592
+ @_property
593
+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
594
+ @implicit_animations.setter
595
+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
596
+ @_property
597
+ def comment(self) -> str: ...
598
+ @comment.setter
599
+ def comment(self, value: str) -> None: ...
600
+ @_property
601
+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
602
+
603
+ @typing.final
604
+ class SceneObject(winrt.system.Object):
605
+ @staticmethod
606
+ def _from(obj: winrt.system.Object, /) -> SceneObject: ...
607
+ def close(self) -> None: ...
608
+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
609
+ @typing.overload
610
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
611
+ @typing.overload
612
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
613
+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
614
+ def stop_animation(self, property_name: str, /) -> None: ...
615
+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
616
+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
617
+ @_property
618
+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
619
+ @_property
620
+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
621
+ @_property
622
+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
623
+ @_property
624
+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
625
+ @implicit_animations.setter
626
+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
627
+ @_property
628
+ def comment(self) -> str: ...
629
+ @comment.setter
630
+ def comment(self, value: str) -> None: ...
631
+ @_property
632
+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
633
+
634
+ @typing.final
635
+ class ScenePbrMaterial(winrt.system.Object):
636
+ @staticmethod
637
+ def _from(obj: winrt.system.Object, /) -> ScenePbrMaterial: ...
638
+ def close(self) -> None: ...
639
+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
640
+ @typing.overload
641
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
642
+ @typing.overload
643
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
644
+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
645
+ def stop_animation(self, property_name: str, /) -> None: ...
646
+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
647
+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
648
+ @_property
649
+ def occlusion_strength(self) -> winrt.system.Single: ...
650
+ @occlusion_strength.setter
651
+ def occlusion_strength(self, value: winrt.system.Single) -> None: ...
652
+ @_property
653
+ def occlusion_input(self) -> typing.Optional[SceneMaterialInput]: ...
654
+ @occlusion_input.setter
655
+ def occlusion_input(self, value: typing.Optional[SceneMaterialInput]) -> None: ...
656
+ @_property
657
+ def normal_scale(self) -> winrt.system.Single: ...
658
+ @normal_scale.setter
659
+ def normal_scale(self, value: winrt.system.Single) -> None: ...
660
+ @_property
661
+ def normal_input(self) -> typing.Optional[SceneMaterialInput]: ...
662
+ @normal_input.setter
663
+ def normal_input(self, value: typing.Optional[SceneMaterialInput]) -> None: ...
664
+ @_property
665
+ def is_double_sided(self) -> bool: ...
666
+ @is_double_sided.setter
667
+ def is_double_sided(self, value: bool) -> None: ...
668
+ @_property
669
+ def emissive_input(self) -> typing.Optional[SceneMaterialInput]: ...
670
+ @emissive_input.setter
671
+ def emissive_input(self, value: typing.Optional[SceneMaterialInput]) -> None: ...
672
+ @_property
673
+ def emissive_factor(self) -> windows_foundation_numerics.Vector3: ...
674
+ @emissive_factor.setter
675
+ def emissive_factor(self, value: windows_foundation_numerics.Vector3) -> None: ...
676
+ @_property
677
+ def alpha_mode(self) -> SceneAlphaMode: ...
678
+ @alpha_mode.setter
679
+ def alpha_mode(self, value: SceneAlphaMode) -> None: ...
680
+ @_property
681
+ def alpha_cutoff(self) -> winrt.system.Single: ...
682
+ @alpha_cutoff.setter
683
+ def alpha_cutoff(self, value: winrt.system.Single) -> None: ...
684
+ @_property
685
+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
686
+ @_property
687
+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
688
+ @_property
689
+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
690
+ @_property
691
+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
692
+ @implicit_animations.setter
693
+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
694
+ @_property
695
+ def comment(self) -> str: ...
696
+ @comment.setter
697
+ def comment(self, value: str) -> None: ...
698
+ @_property
699
+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
700
+
701
+ @typing.final
702
+ class SceneRendererComponent(winrt.system.Object):
703
+ @staticmethod
704
+ def _from(obj: winrt.system.Object, /) -> SceneRendererComponent: ...
705
+ def close(self) -> None: ...
706
+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
707
+ @typing.overload
708
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
709
+ @typing.overload
710
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
711
+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
712
+ def stop_animation(self, property_name: str, /) -> None: ...
713
+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
714
+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
715
+ @_property
716
+ def component_type(self) -> SceneComponentType: ...
717
+ @_property
718
+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
719
+ @_property
720
+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
721
+ @_property
722
+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
723
+ @_property
724
+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
725
+ @implicit_animations.setter
726
+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
727
+ @_property
728
+ def comment(self) -> str: ...
729
+ @comment.setter
730
+ def comment(self, value: str) -> None: ...
731
+ @_property
732
+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
733
+
734
+ @typing.final
735
+ class SceneSurfaceMaterialInput_Static(type):
736
+ def create(cls, compositor: typing.Optional[windows_ui_composition.Compositor], /) -> typing.Optional[SceneSurfaceMaterialInput]: ...
737
+
738
+ @typing.final
739
+ class SceneSurfaceMaterialInput(winrt.system.Object, metaclass=SceneSurfaceMaterialInput_Static):
740
+ @staticmethod
741
+ def _from(obj: winrt.system.Object, /) -> SceneSurfaceMaterialInput: ...
742
+ def close(self) -> None: ...
743
+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
744
+ @typing.overload
745
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
746
+ @typing.overload
747
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
748
+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
749
+ def stop_animation(self, property_name: str, /) -> None: ...
750
+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
751
+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
752
+ @_property
753
+ def wrapping_v_mode(self) -> SceneWrappingMode: ...
754
+ @wrapping_v_mode.setter
755
+ def wrapping_v_mode(self, value: SceneWrappingMode) -> None: ...
756
+ @_property
757
+ def wrapping_u_mode(self) -> SceneWrappingMode: ...
758
+ @wrapping_u_mode.setter
759
+ def wrapping_u_mode(self, value: SceneWrappingMode) -> None: ...
760
+ @_property
761
+ def surface(self) -> typing.Optional[windows_ui_composition.ICompositionSurface]: ...
762
+ @surface.setter
763
+ def surface(self, value: typing.Optional[windows_ui_composition.ICompositionSurface]) -> None: ...
764
+ @_property
765
+ def bitmap_interpolation_mode(self) -> windows_ui_composition.CompositionBitmapInterpolationMode: ...
766
+ @bitmap_interpolation_mode.setter
767
+ def bitmap_interpolation_mode(self, value: windows_ui_composition.CompositionBitmapInterpolationMode) -> None: ...
768
+ @_property
769
+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
770
+ @_property
771
+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
772
+ @_property
773
+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
774
+ @_property
775
+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
776
+ @implicit_animations.setter
777
+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
778
+ @_property
779
+ def comment(self) -> str: ...
780
+ @comment.setter
781
+ def comment(self, value: str) -> None: ...
782
+ @_property
783
+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
784
+
785
+ @typing.final
786
+ class SceneVisual_Static(type):
787
+ def create(cls, compositor: typing.Optional[windows_ui_composition.Compositor], /) -> typing.Optional[SceneVisual]: ...
788
+
789
+ @typing.final
790
+ class SceneVisual(winrt.system.Object, metaclass=SceneVisual_Static):
791
+ @staticmethod
792
+ def _from(obj: winrt.system.Object, /) -> SceneVisual: ...
793
+ def close(self) -> None: ...
794
+ def populate_property_info(self, property_name: str, property_info: typing.Optional[windows_ui_composition.AnimationPropertyInfo], /) -> None: ...
795
+ @typing.overload
796
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], /) -> None: ...
797
+ @typing.overload
798
+ def start_animation(self, property_name: str, animation: typing.Optional[windows_ui_composition.CompositionAnimation], animation_controller: typing.Optional[windows_ui_composition.AnimationController], /) -> None: ...
799
+ def start_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
800
+ def stop_animation(self, property_name: str, /) -> None: ...
801
+ def stop_animation_group(self, value: typing.Optional[windows_ui_composition.ICompositionAnimationBase], /) -> None: ...
802
+ def try_get_animation_controller(self, property_name: str, /) -> typing.Optional[windows_ui_composition.AnimationController]: ...
803
+ @_property
804
+ def root(self) -> typing.Optional[SceneNode]: ...
805
+ @root.setter
806
+ def root(self, value: typing.Optional[SceneNode]) -> None: ...
807
+ @_property
808
+ def children(self) -> typing.Optional[windows_ui_composition.VisualCollection]: ...
809
+ @_property
810
+ def transform_matrix(self) -> windows_foundation_numerics.Matrix4x4: ...
811
+ @transform_matrix.setter
812
+ def transform_matrix(self, value: windows_foundation_numerics.Matrix4x4) -> None: ...
813
+ @_property
814
+ def size(self) -> windows_foundation_numerics.Vector2: ...
815
+ @size.setter
816
+ def size(self, value: windows_foundation_numerics.Vector2) -> None: ...
817
+ @_property
818
+ def scale(self) -> windows_foundation_numerics.Vector3: ...
819
+ @scale.setter
820
+ def scale(self, value: windows_foundation_numerics.Vector3) -> None: ...
821
+ @_property
822
+ def rotation_axis(self) -> windows_foundation_numerics.Vector3: ...
823
+ @rotation_axis.setter
824
+ def rotation_axis(self, value: windows_foundation_numerics.Vector3) -> None: ...
825
+ @_property
826
+ def rotation_angle_in_degrees(self) -> winrt.system.Single: ...
827
+ @rotation_angle_in_degrees.setter
828
+ def rotation_angle_in_degrees(self, value: winrt.system.Single) -> None: ...
829
+ @_property
830
+ def rotation_angle(self) -> winrt.system.Single: ...
831
+ @rotation_angle.setter
832
+ def rotation_angle(self, value: winrt.system.Single) -> None: ...
833
+ @_property
834
+ def orientation(self) -> windows_foundation_numerics.Quaternion: ...
835
+ @orientation.setter
836
+ def orientation(self, value: windows_foundation_numerics.Quaternion) -> None: ...
837
+ @_property
838
+ def opacity(self) -> winrt.system.Single: ...
839
+ @opacity.setter
840
+ def opacity(self, value: winrt.system.Single) -> None: ...
841
+ @_property
842
+ def offset(self) -> windows_foundation_numerics.Vector3: ...
843
+ @offset.setter
844
+ def offset(self, value: windows_foundation_numerics.Vector3) -> None: ...
845
+ @_property
846
+ def is_visible(self) -> bool: ...
847
+ @is_visible.setter
848
+ def is_visible(self, value: bool) -> None: ...
849
+ @_property
850
+ def composite_mode(self) -> windows_ui_composition.CompositionCompositeMode: ...
851
+ @composite_mode.setter
852
+ def composite_mode(self, value: windows_ui_composition.CompositionCompositeMode) -> None: ...
853
+ @_property
854
+ def clip(self) -> typing.Optional[windows_ui_composition.CompositionClip]: ...
855
+ @clip.setter
856
+ def clip(self, value: typing.Optional[windows_ui_composition.CompositionClip]) -> None: ...
857
+ @_property
858
+ def center_point(self) -> windows_foundation_numerics.Vector3: ...
859
+ @center_point.setter
860
+ def center_point(self, value: windows_foundation_numerics.Vector3) -> None: ...
861
+ @_property
862
+ def border_mode(self) -> windows_ui_composition.CompositionBorderMode: ...
863
+ @border_mode.setter
864
+ def border_mode(self, value: windows_ui_composition.CompositionBorderMode) -> None: ...
865
+ @_property
866
+ def backface_visibility(self) -> windows_ui_composition.CompositionBackfaceVisibility: ...
867
+ @backface_visibility.setter
868
+ def backface_visibility(self, value: windows_ui_composition.CompositionBackfaceVisibility) -> None: ...
869
+ @_property
870
+ def anchor_point(self) -> windows_foundation_numerics.Vector2: ...
871
+ @anchor_point.setter
872
+ def anchor_point(self, value: windows_foundation_numerics.Vector2) -> None: ...
873
+ @_property
874
+ def parent(self) -> typing.Optional[windows_ui_composition.ContainerVisual]: ...
875
+ @_property
876
+ def relative_size_adjustment(self) -> windows_foundation_numerics.Vector2: ...
877
+ @relative_size_adjustment.setter
878
+ def relative_size_adjustment(self, value: windows_foundation_numerics.Vector2) -> None: ...
879
+ @_property
880
+ def relative_offset_adjustment(self) -> windows_foundation_numerics.Vector3: ...
881
+ @relative_offset_adjustment.setter
882
+ def relative_offset_adjustment(self, value: windows_foundation_numerics.Vector3) -> None: ...
883
+ @_property
884
+ def parent_for_transform(self) -> typing.Optional[windows_ui_composition.Visual]: ...
885
+ @parent_for_transform.setter
886
+ def parent_for_transform(self, value: typing.Optional[windows_ui_composition.Visual]) -> None: ...
887
+ @_property
888
+ def is_hit_test_visible(self) -> bool: ...
889
+ @is_hit_test_visible.setter
890
+ def is_hit_test_visible(self, value: bool) -> None: ...
891
+ @_property
892
+ def is_pixel_snapping_enabled(self) -> bool: ...
893
+ @is_pixel_snapping_enabled.setter
894
+ def is_pixel_snapping_enabled(self, value: bool) -> None: ...
895
+ @_property
896
+ def compositor(self) -> typing.Optional[windows_ui_composition.Compositor]: ...
897
+ @_property
898
+ def dispatcher(self) -> typing.Optional[windows_ui_core.CoreDispatcher]: ...
899
+ @_property
900
+ def properties(self) -> typing.Optional[windows_ui_composition.CompositionPropertySet]: ...
901
+ @_property
902
+ def implicit_animations(self) -> typing.Optional[windows_ui_composition.ImplicitAnimationCollection]: ...
903
+ @implicit_animations.setter
904
+ def implicit_animations(self, value: typing.Optional[windows_ui_composition.ImplicitAnimationCollection]) -> None: ...
905
+ @_property
906
+ def comment(self) -> str: ...
907
+ @comment.setter
908
+ def comment(self, value: str) -> None: ...
909
+ @_property
910
+ def dispatcher_queue(self) -> typing.Optional[windows_system.DispatcherQueue]: ...
911
+
@@ -0,0 +1,73 @@
1
+ # WARNING: Please don't edit this file. It was generated by Python/WinRT v2.2.0
2
+
3
+ import enum
4
+
5
+ import winrt.system
6
+ from winrt import _winrt_windows_ui_composition_scenes
7
+
8
+ __all__ = [
9
+ "SceneAlphaMode",
10
+ "SceneAttributeSemantic",
11
+ "SceneComponentType",
12
+ "SceneWrappingMode",
13
+ "SceneBoundingBox",
14
+ "SceneComponent",
15
+ "SceneComponentCollection",
16
+ "SceneMaterial",
17
+ "SceneMaterialInput",
18
+ "SceneMesh",
19
+ "SceneMeshMaterialAttributeMap",
20
+ "SceneMeshRendererComponent",
21
+ "SceneMetallicRoughnessMaterial",
22
+ "SceneModelTransform",
23
+ "SceneNode",
24
+ "SceneNodeCollection",
25
+ "SceneObject",
26
+ "ScenePbrMaterial",
27
+ "SceneRendererComponent",
28
+ "SceneSurfaceMaterialInput",
29
+ "SceneVisual",
30
+ ]
31
+
32
+ class SceneAlphaMode(enum.IntEnum):
33
+ OPAQUE = 0
34
+ ALPHA_TEST = 1
35
+ BLEND = 2
36
+
37
+ class SceneAttributeSemantic(enum.IntEnum):
38
+ INDEX = 0
39
+ VERTEX = 1
40
+ NORMAL = 2
41
+ TEX_COORD0 = 3
42
+ TEX_COORD1 = 4
43
+ COLOR = 5
44
+ TANGENT = 6
45
+
46
+ class SceneComponentType(enum.IntEnum):
47
+ MESH_RENDERER_COMPONENT = 0
48
+
49
+ class SceneWrappingMode(enum.IntEnum):
50
+ CLAMP_TO_EDGE = 0
51
+ MIRRORED_REPEAT = 1
52
+ REPEAT = 2
53
+
54
+ SceneBoundingBox = _winrt_windows_ui_composition_scenes.SceneBoundingBox
55
+ SceneComponent = _winrt_windows_ui_composition_scenes.SceneComponent
56
+ SceneComponentCollection = _winrt_windows_ui_composition_scenes.SceneComponentCollection
57
+ winrt.system._mixin_mutable_sequence(SceneComponentCollection)
58
+ SceneMaterial = _winrt_windows_ui_composition_scenes.SceneMaterial
59
+ SceneMaterialInput = _winrt_windows_ui_composition_scenes.SceneMaterialInput
60
+ SceneMesh = _winrt_windows_ui_composition_scenes.SceneMesh
61
+ SceneMeshMaterialAttributeMap = _winrt_windows_ui_composition_scenes.SceneMeshMaterialAttributeMap
62
+ winrt.system._mixin_mutable_mapping(SceneMeshMaterialAttributeMap)
63
+ SceneMeshRendererComponent = _winrt_windows_ui_composition_scenes.SceneMeshRendererComponent
64
+ SceneMetallicRoughnessMaterial = _winrt_windows_ui_composition_scenes.SceneMetallicRoughnessMaterial
65
+ SceneModelTransform = _winrt_windows_ui_composition_scenes.SceneModelTransform
66
+ SceneNode = _winrt_windows_ui_composition_scenes.SceneNode
67
+ SceneNodeCollection = _winrt_windows_ui_composition_scenes.SceneNodeCollection
68
+ winrt.system._mixin_mutable_sequence(SceneNodeCollection)
69
+ SceneObject = _winrt_windows_ui_composition_scenes.SceneObject
70
+ ScenePbrMaterial = _winrt_windows_ui_composition_scenes.ScenePbrMaterial
71
+ SceneRendererComponent = _winrt_windows_ui_composition_scenes.SceneRendererComponent
72
+ SceneSurfaceMaterialInput = _winrt_windows_ui_composition_scenes.SceneSurfaceMaterialInput
73
+ SceneVisual = _winrt_windows_ui_composition_scenes.SceneVisual
File without changes
@@ -0,0 +1,31 @@
1
+ Metadata-Version: 2.1
2
+ Name: winrt-Windows.UI.Composition.Scenes
3
+ Version: 2.2.0
4
+ Summary: Python projection of Windows Runtime (WinRT) APIs
5
+ License: MIT
6
+ Project-URL: Documentation, https://pywinrt.readthedocs.io
7
+ Project-URL: Repository, https://github.com/pywinrt/pywinrt
8
+ Project-URL: Changelog, https://github.com/pywinrt/pywinrt/blob/main/CHANGELOG.md
9
+ Classifier: Operating System :: Microsoft :: Windows
10
+ Classifier: Programming Language :: Python :: 3
11
+ Classifier: Programming Language :: Python :: Implementation :: CPython
12
+ Classifier: Intended Audience :: Developers
13
+ Requires-Python: <3.14,>=3.9
14
+ Description-Content-Type: text/markdown
15
+ Requires-Dist: winrt-runtime ==2.2.0
16
+ Provides-Extra: all
17
+ Requires-Dist: winrt-Windows.Foundation[all] ==2.2.0 ; extra == 'all'
18
+ Requires-Dist: winrt-Windows.Foundation.Collections[all] ==2.2.0 ; extra == 'all'
19
+ Requires-Dist: winrt-Windows.Foundation.Numerics[all] ==2.2.0 ; extra == 'all'
20
+ Requires-Dist: winrt-Windows.Graphics.DirectX[all] ==2.2.0 ; extra == 'all'
21
+ Requires-Dist: winrt-Windows.System[all] ==2.2.0 ; extra == 'all'
22
+ Requires-Dist: winrt-Windows.UI.Composition[all] ==2.2.0 ; extra == 'all'
23
+ Requires-Dist: winrt-Windows.UI.Core[all] ==2.2.0 ; extra == 'all'
24
+
25
+ <!-- warning: Please don't edit this file. It was automatically generated. -->
26
+
27
+ # winrt-Windows.UI.Composition.Scenes
28
+
29
+ Windows Runtime (WinRT) APIs for for the `Windows.UI.Composition.Scenes` namespace.
30
+
31
+ This package provides the `winrt.windows.ui.composition.scenes` module.
@@ -0,0 +1,8 @@
1
+ winrt/_winrt_windows_ui_composition_scenes.cp313-win_arm64.pyd,sha256=zKv2gNgEvLkaEmPZqsWTMOG6IQr1L_lk3F7KComSdC0,606720
2
+ winrt/_winrt_windows_ui_composition_scenes.pyi,sha256=wVosb3RqF-swWh9jpUOiDFEPn9wcvyoRZfCeG7-cz1g,53325
3
+ winrt/windows/ui/composition/scenes/__init__.py,sha256=Wk2FEzyoWjZCK55UTmPh98dt3rX31mdovMSb0wJj4mY,2658
4
+ winrt/windows/ui/composition/scenes/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
5
+ winrt_Windows.UI.Composition.Scenes-2.2.0.dist-info/METADATA,sha256=fNDiuulEfZjQ1WiIcqT4ytS_7Mz2lF9JlJfZ4-Qi83s,1517
6
+ winrt_Windows.UI.Composition.Scenes-2.2.0.dist-info/WHEEL,sha256=Bc3zGnBzvnkuBaMd-KCqScACPFmA-93PSEDjeXqCzu8,101
7
+ winrt_Windows.UI.Composition.Scenes-2.2.0.dist-info/top_level.txt,sha256=BzwQb4dZRt0NxCXi10ARjWsox7Asmtf_lXrw_KR-D_E,6
8
+ winrt_Windows.UI.Composition.Scenes-2.2.0.dist-info/RECORD,,
@@ -0,0 +1,5 @@
1
+ Wheel-Version: 1.0
2
+ Generator: setuptools (73.0.0)
3
+ Root-Is-Purelib: false
4
+ Tag: cp313-cp313-win_arm64
5
+