diff options
Diffstat (limited to 'chromium/third_party/nearby/src/internal/platform/implementation/windows/generated/winrt/impl/Windows.Perception.People.0.h')
-rw-r--r-- | chromium/third_party/nearby/src/internal/platform/implementation/windows/generated/winrt/impl/Windows.Perception.People.0.h | 275 |
1 files changed, 275 insertions, 0 deletions
diff --git a/chromium/third_party/nearby/src/internal/platform/implementation/windows/generated/winrt/impl/Windows.Perception.People.0.h b/chromium/third_party/nearby/src/internal/platform/implementation/windows/generated/winrt/impl/Windows.Perception.People.0.h new file mode 100644 index 00000000000..208bf60a61f --- /dev/null +++ b/chromium/third_party/nearby/src/internal/platform/implementation/windows/generated/winrt/impl/Windows.Perception.People.0.h @@ -0,0 +1,275 @@ +// WARNING: Please don't edit this file. It was generated by C++/WinRT v2.0.210930.14 + +#pragma once +#ifndef WINRT_Windows_Perception_People_0_H +#define WINRT_Windows_Perception_People_0_H +WINRT_EXPORT namespace winrt::Windows::Foundation +{ + template <typename TResult> struct __declspec(empty_bases) IAsyncOperation; + template <typename T> struct __declspec(empty_bases) IReference; +} +WINRT_EXPORT namespace winrt::Windows::Foundation::Numerics +{ +} +WINRT_EXPORT namespace winrt::Windows::Perception +{ + struct PerceptionTimestamp; +} +WINRT_EXPORT namespace winrt::Windows::Perception::Spatial +{ + struct SpatialCoordinateSystem; + struct SpatialRay; +} +WINRT_EXPORT namespace winrt::Windows::UI::Input +{ + enum class GazeInputAccessStatus : int32_t; +} +WINRT_EXPORT namespace winrt::Windows::UI::Input::Spatial +{ + struct SpatialInteractionSource; +} +WINRT_EXPORT namespace winrt::Windows::Perception::People +{ + enum class HandJointKind : int32_t + { + Palm = 0, + Wrist = 1, + ThumbMetacarpal = 2, + ThumbProximal = 3, + ThumbDistal = 4, + ThumbTip = 5, + IndexMetacarpal = 6, + IndexProximal = 7, + IndexIntermediate = 8, + IndexDistal = 9, + IndexTip = 10, + MiddleMetacarpal = 11, + MiddleProximal = 12, + MiddleIntermediate = 13, + MiddleDistal = 14, + MiddleTip = 15, + RingMetacarpal = 16, + RingProximal = 17, + RingIntermediate = 18, + RingDistal = 19, + RingTip = 20, + LittleMetacarpal = 21, + LittleProximal = 22, + LittleIntermediate = 23, + LittleDistal = 24, + LittleTip = 25, + }; + enum class JointPoseAccuracy : int32_t + { + High = 0, + Approximate = 1, + }; + struct IEyesPose; + struct IEyesPoseStatics; + struct IHandMeshObserver; + struct IHandMeshVertexState; + struct IHandPose; + struct IHeadPose; + struct EyesPose; + struct HandMeshObserver; + struct HandMeshVertexState; + struct HandPose; + struct HeadPose; + struct HandMeshVertex; + struct JointPose; +} +namespace winrt::impl +{ + template <> struct category<winrt::Windows::Perception::People::IEyesPose>{ using type = interface_category; }; + template <> struct category<winrt::Windows::Perception::People::IEyesPoseStatics>{ using type = interface_category; }; + template <> struct category<winrt::Windows::Perception::People::IHandMeshObserver>{ using type = interface_category; }; + template <> struct category<winrt::Windows::Perception::People::IHandMeshVertexState>{ using type = interface_category; }; + template <> struct category<winrt::Windows::Perception::People::IHandPose>{ using type = interface_category; }; + template <> struct category<winrt::Windows::Perception::People::IHeadPose>{ using type = interface_category; }; + template <> struct category<winrt::Windows::Perception::People::EyesPose>{ using type = class_category; }; + template <> struct category<winrt::Windows::Perception::People::HandMeshObserver>{ using type = class_category; }; + template <> struct category<winrt::Windows::Perception::People::HandMeshVertexState>{ using type = class_category; }; + template <> struct category<winrt::Windows::Perception::People::HandPose>{ using type = class_category; }; + template <> struct category<winrt::Windows::Perception::People::HeadPose>{ using type = class_category; }; + template <> struct category<winrt::Windows::Perception::People::HandJointKind>{ using type = enum_category; }; + template <> struct category<winrt::Windows::Perception::People::JointPoseAccuracy>{ using type = enum_category; }; + template <> struct category<winrt::Windows::Perception::People::HandMeshVertex>{ using type = struct_category<winrt::Windows::Foundation::Numerics::float3, winrt::Windows::Foundation::Numerics::float3>; }; + template <> struct category<winrt::Windows::Perception::People::JointPose>{ using type = struct_category<winrt::Windows::Foundation::Numerics::quaternion, winrt::Windows::Foundation::Numerics::float3, float, winrt::Windows::Perception::People::JointPoseAccuracy>; }; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::EyesPose> = L"Windows.Perception.People.EyesPose"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::HandMeshObserver> = L"Windows.Perception.People.HandMeshObserver"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::HandMeshVertexState> = L"Windows.Perception.People.HandMeshVertexState"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::HandPose> = L"Windows.Perception.People.HandPose"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::HeadPose> = L"Windows.Perception.People.HeadPose"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::HandJointKind> = L"Windows.Perception.People.HandJointKind"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::JointPoseAccuracy> = L"Windows.Perception.People.JointPoseAccuracy"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::HandMeshVertex> = L"Windows.Perception.People.HandMeshVertex"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::JointPose> = L"Windows.Perception.People.JointPose"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::IEyesPose> = L"Windows.Perception.People.IEyesPose"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::IEyesPoseStatics> = L"Windows.Perception.People.IEyesPoseStatics"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::IHandMeshObserver> = L"Windows.Perception.People.IHandMeshObserver"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::IHandMeshVertexState> = L"Windows.Perception.People.IHandMeshVertexState"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::IHandPose> = L"Windows.Perception.People.IHandPose"; + template <> inline constexpr auto& name_v<winrt::Windows::Perception::People::IHeadPose> = L"Windows.Perception.People.IHeadPose"; + template <> inline constexpr guid guid_v<winrt::Windows::Perception::People::IEyesPose>{ 0x682A9B23,0x8A1E,0x5B86,{ 0xA0,0x60,0x90,0x6F,0xFA,0xCB,0x62,0xA4 } }; // 682A9B23-8A1E-5B86-A060-906FFACB62A4 + template <> inline constexpr guid guid_v<winrt::Windows::Perception::People::IEyesPoseStatics>{ 0x1CFF7413,0xB21F,0x54C0,{ 0x80,0xC1,0xE6,0x0D,0x99,0x4C,0xA5,0x8C } }; // 1CFF7413-B21F-54C0-80C1-E60D994CA58C + template <> inline constexpr guid guid_v<winrt::Windows::Perception::People::IHandMeshObserver>{ 0x85AE30CB,0x6FC3,0x55C4,{ 0xA7,0xB4,0x29,0xE3,0x38,0x96,0xCA,0x69 } }; // 85AE30CB-6FC3-55C4-A7B4-29E33896CA69 + template <> inline constexpr guid guid_v<winrt::Windows::Perception::People::IHandMeshVertexState>{ 0x046C5FEF,0x1D8B,0x55DE,{ 0xAB,0x2C,0x1C,0xD4,0x24,0x88,0x6D,0x8F } }; // 046C5FEF-1D8B-55DE-AB2C-1CD424886D8F + template <> inline constexpr guid guid_v<winrt::Windows::Perception::People::IHandPose>{ 0x4D98E79A,0xBB08,0x5D09,{ 0x91,0xDE,0xDF,0x0D,0xD3,0xFA,0xE4,0x6C } }; // 4D98E79A-BB08-5D09-91DE-DF0DD3FAE46C + template <> inline constexpr guid guid_v<winrt::Windows::Perception::People::IHeadPose>{ 0x7F5AC5A5,0x49DB,0x379F,{ 0x94,0x29,0x32,0xA2,0xFA,0xF3,0x4F,0xA6 } }; // 7F5AC5A5-49DB-379F-9429-32A2FAF34FA6 + template <> struct default_interface<winrt::Windows::Perception::People::EyesPose>{ using type = winrt::Windows::Perception::People::IEyesPose; }; + template <> struct default_interface<winrt::Windows::Perception::People::HandMeshObserver>{ using type = winrt::Windows::Perception::People::IHandMeshObserver; }; + template <> struct default_interface<winrt::Windows::Perception::People::HandMeshVertexState>{ using type = winrt::Windows::Perception::People::IHandMeshVertexState; }; + template <> struct default_interface<winrt::Windows::Perception::People::HandPose>{ using type = winrt::Windows::Perception::People::IHandPose; }; + template <> struct default_interface<winrt::Windows::Perception::People::HeadPose>{ using type = winrt::Windows::Perception::People::IHeadPose; }; + template <> struct abi<winrt::Windows::Perception::People::IEyesPose> + { + struct __declspec(novtable) type : inspectable_abi + { + virtual int32_t __stdcall get_IsCalibrationValid(bool*) noexcept = 0; + virtual int32_t __stdcall get_Gaze(void**) noexcept = 0; + virtual int32_t __stdcall get_UpdateTimestamp(void**) noexcept = 0; + }; + }; + template <> struct abi<winrt::Windows::Perception::People::IEyesPoseStatics> + { + struct __declspec(novtable) type : inspectable_abi + { + virtual int32_t __stdcall IsSupported(bool*) noexcept = 0; + virtual int32_t __stdcall RequestAccessAsync(void**) noexcept = 0; + }; + }; + template <> struct abi<winrt::Windows::Perception::People::IHandMeshObserver> + { + struct __declspec(novtable) type : inspectable_abi + { + virtual int32_t __stdcall get_Source(void**) noexcept = 0; + virtual int32_t __stdcall get_TriangleIndexCount(uint32_t*) noexcept = 0; + virtual int32_t __stdcall get_VertexCount(uint32_t*) noexcept = 0; + virtual int32_t __stdcall GetTriangleIndices(uint32_t, uint16_t*) noexcept = 0; + virtual int32_t __stdcall GetVertexStateForPose(void*, void**) noexcept = 0; + virtual int32_t __stdcall get_NeutralPose(void**) noexcept = 0; + virtual int32_t __stdcall get_NeutralPoseVersion(int32_t*) noexcept = 0; + virtual int32_t __stdcall get_ModelId(int32_t*) noexcept = 0; + }; + }; + template <> struct abi<winrt::Windows::Perception::People::IHandMeshVertexState> + { + struct __declspec(novtable) type : inspectable_abi + { + virtual int32_t __stdcall get_CoordinateSystem(void**) noexcept = 0; + virtual int32_t __stdcall GetVertices(uint32_t, struct struct_Windows_Perception_People_HandMeshVertex*) noexcept = 0; + virtual int32_t __stdcall get_UpdateTimestamp(void**) noexcept = 0; + }; + }; + template <> struct abi<winrt::Windows::Perception::People::IHandPose> + { + struct __declspec(novtable) type : inspectable_abi + { + virtual int32_t __stdcall TryGetJoint(void*, int32_t, struct struct_Windows_Perception_People_JointPose*, bool*) noexcept = 0; + virtual int32_t __stdcall TryGetJoints(void*, uint32_t, int32_t*, uint32_t, struct struct_Windows_Perception_People_JointPose*, bool*) noexcept = 0; + virtual int32_t __stdcall GetRelativeJoint(int32_t, int32_t, struct struct_Windows_Perception_People_JointPose*) noexcept = 0; + virtual int32_t __stdcall GetRelativeJoints(uint32_t, int32_t*, uint32_t, int32_t*, uint32_t, struct struct_Windows_Perception_People_JointPose*) noexcept = 0; + }; + }; + template <> struct abi<winrt::Windows::Perception::People::IHeadPose> + { + struct __declspec(novtable) type : inspectable_abi + { + virtual int32_t __stdcall get_Position(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; + virtual int32_t __stdcall get_ForwardDirection(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; + virtual int32_t __stdcall get_UpDirection(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; + }; + }; + template <typename D> + struct consume_Windows_Perception_People_IEyesPose + { + [[nodiscard]] WINRT_IMPL_AUTO(bool) IsCalibrationValid() const; + [[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::IReference<winrt::Windows::Perception::Spatial::SpatialRay>) Gaze() const; + [[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Perception::PerceptionTimestamp) UpdateTimestamp() const; + }; + template <> struct consume<winrt::Windows::Perception::People::IEyesPose> + { + template <typename D> using type = consume_Windows_Perception_People_IEyesPose<D>; + }; + template <typename D> + struct consume_Windows_Perception_People_IEyesPoseStatics + { + WINRT_IMPL_AUTO(bool) IsSupported() const; + WINRT_IMPL_AUTO(winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::UI::Input::GazeInputAccessStatus>) RequestAccessAsync() const; + }; + template <> struct consume<winrt::Windows::Perception::People::IEyesPoseStatics> + { + template <typename D> using type = consume_Windows_Perception_People_IEyesPoseStatics<D>; + }; + template <typename D> + struct consume_Windows_Perception_People_IHandMeshObserver + { + [[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::UI::Input::Spatial::SpatialInteractionSource) Source() const; + [[nodiscard]] WINRT_IMPL_AUTO(uint32_t) TriangleIndexCount() const; + [[nodiscard]] WINRT_IMPL_AUTO(uint32_t) VertexCount() const; + WINRT_IMPL_AUTO(void) GetTriangleIndices(array_view<uint16_t> indices) const; + WINRT_IMPL_AUTO(winrt::Windows::Perception::People::HandMeshVertexState) GetVertexStateForPose(winrt::Windows::Perception::People::HandPose const& handPose) const; + [[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Perception::People::HandPose) NeutralPose() const; + [[nodiscard]] WINRT_IMPL_AUTO(int32_t) NeutralPoseVersion() const; + [[nodiscard]] WINRT_IMPL_AUTO(int32_t) ModelId() const; + }; + template <> struct consume<winrt::Windows::Perception::People::IHandMeshObserver> + { + template <typename D> using type = consume_Windows_Perception_People_IHandMeshObserver<D>; + }; + template <typename D> + struct consume_Windows_Perception_People_IHandMeshVertexState + { + [[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Perception::Spatial::SpatialCoordinateSystem) CoordinateSystem() const; + WINRT_IMPL_AUTO(void) GetVertices(array_view<winrt::Windows::Perception::People::HandMeshVertex> vertices) const; + [[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Perception::PerceptionTimestamp) UpdateTimestamp() const; + }; + template <> struct consume<winrt::Windows::Perception::People::IHandMeshVertexState> + { + template <typename D> using type = consume_Windows_Perception_People_IHandMeshVertexState<D>; + }; + template <typename D> + struct consume_Windows_Perception_People_IHandPose + { + WINRT_IMPL_AUTO(bool) TryGetJoint(winrt::Windows::Perception::Spatial::SpatialCoordinateSystem const& coordinateSystem, winrt::Windows::Perception::People::HandJointKind const& joint, winrt::Windows::Perception::People::JointPose& jointPose) const; + WINRT_IMPL_AUTO(bool) TryGetJoints(winrt::Windows::Perception::Spatial::SpatialCoordinateSystem const& coordinateSystem, array_view<winrt::Windows::Perception::People::HandJointKind const> joints, array_view<winrt::Windows::Perception::People::JointPose> jointPoses) const; + WINRT_IMPL_AUTO(winrt::Windows::Perception::People::JointPose) GetRelativeJoint(winrt::Windows::Perception::People::HandJointKind const& joint, winrt::Windows::Perception::People::HandJointKind const& referenceJoint) const; + WINRT_IMPL_AUTO(void) GetRelativeJoints(array_view<winrt::Windows::Perception::People::HandJointKind const> joints, array_view<winrt::Windows::Perception::People::HandJointKind const> referenceJoints, array_view<winrt::Windows::Perception::People::JointPose> jointPoses) const; + }; + template <> struct consume<winrt::Windows::Perception::People::IHandPose> + { + template <typename D> using type = consume_Windows_Perception_People_IHandPose<D>; + }; + template <typename D> + struct consume_Windows_Perception_People_IHeadPose + { + [[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) Position() const; + [[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) ForwardDirection() const; + [[nodiscard]] WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) UpDirection() const; + }; + template <> struct consume<winrt::Windows::Perception::People::IHeadPose> + { + template <typename D> using type = consume_Windows_Perception_People_IHeadPose<D>; + }; + struct struct_Windows_Perception_People_HandMeshVertex + { + winrt::Windows::Foundation::Numerics::float3 Position; + winrt::Windows::Foundation::Numerics::float3 Normal; + }; + template <> struct abi<Windows::Perception::People::HandMeshVertex> + { + using type = struct_Windows_Perception_People_HandMeshVertex; + }; + struct struct_Windows_Perception_People_JointPose + { + winrt::Windows::Foundation::Numerics::quaternion Orientation; + winrt::Windows::Foundation::Numerics::float3 Position; + float Radius; + int32_t Accuracy; + }; + template <> struct abi<Windows::Perception::People::JointPose> + { + using type = struct_Windows_Perception_People_JointPose; + }; +} +#endif |