2020-11-23 17:31:10 -05:00
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/*! *****************************************************************************
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Copyright (c) Microsoft Corporation. All rights reserved.
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Licensed under the Apache License, Version 2.0 (the "License"); you may not use
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this file except in compliance with the License. You may obtain a copy of the
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License at http://www.apache.org/licenses/LICENSE-2.0
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THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
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WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
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MERCHANTABLITY OR NON-INFRINGEMENT.
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See the Apache Version 2.0 License for specific language governing permissions
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and limitations under the License.
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***************************************************************************** */
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/// <reference no-default-lib="true"/>
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/////////////////////////////
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/// Worker Iterable APIs
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/////////////////////////////
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interface Cache {
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addAll(requests: Iterable<RequestInfo>): Promise<void>;
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}
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interface CanvasPathDrawingStyles {
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setLineDash(segments: Iterable<number>): void;
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}
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interface DOMStringList {
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[Symbol.iterator](): IterableIterator<string>;
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}
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interface FileList {
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[Symbol.iterator](): IterableIterator<File>;
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}
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interface FormData {
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[Symbol.iterator](): IterableIterator<[string, FormDataEntryValue]>;
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/**
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* Returns an array of key, value pairs for every entry in the list.
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*/
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entries(): IterableIterator<[string, FormDataEntryValue]>;
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/**
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* Returns a list of keys in the list.
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*/
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keys(): IterableIterator<string>;
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/**
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* Returns a list of values in the list.
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*/
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values(): IterableIterator<FormDataEntryValue>;
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}
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interface Headers {
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[Symbol.iterator](): IterableIterator<[string, string]>;
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/**
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* Returns an iterator allowing to go through all key/value pairs contained in this object.
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*/
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entries(): IterableIterator<[string, string]>;
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/**
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* Returns an iterator allowing to go through all keys of the key/value pairs contained in this object.
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*/
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keys(): IterableIterator<string>;
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/**
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* Returns an iterator allowing to go through all values of the key/value pairs contained in this object.
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*/
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values(): IterableIterator<string>;
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}
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interface IDBDatabase {
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/**
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* Returns a new transaction with the given mode ("readonly" or "readwrite") and scope which can be a single object store name or an array of names.
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*/
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transaction(storeNames: string | Iterable<string>, mode?: IDBTransactionMode): IDBTransaction;
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}
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interface IDBObjectStore {
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/**
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* Creates a new index in store with the given name, keyPath and options and returns a new IDBIndex. If the keyPath and options define constraints that cannot be satisfied with the data already in store the upgrade transaction will abort with a "ConstraintError" DOMException.
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2021-05-27 19:33:11 -04:00
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*
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2020-11-23 17:31:10 -05:00
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* Throws an "InvalidStateError" DOMException if not called within an upgrade transaction.
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*/
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createIndex(name: string, keyPath: string | Iterable<string>, options?: IDBIndexParameters): IDBIndex;
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}
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interface URLSearchParams {
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[Symbol.iterator](): IterableIterator<[string, string]>;
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/**
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* Returns an array of key, value pairs for every entry in the search params.
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*/
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entries(): IterableIterator<[string, string]>;
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/**
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* Returns a list of keys in the search params.
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*/
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keys(): IterableIterator<string>;
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/**
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* Returns a list of values in the search params.
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*/
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values(): IterableIterator<string>;
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}
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interface WEBGL_draw_buffers {
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drawBuffersWEBGL(buffers: Iterable<GLenum>): void;
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}
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interface WebGL2RenderingContextBase {
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clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Iterable<GLfloat>, srcOffset?: GLuint): void;
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clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Iterable<GLint>, srcOffset?: GLuint): void;
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clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Iterable<GLuint>, srcOffset?: GLuint): void;
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drawBuffers(buffers: Iterable<GLenum>): void;
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getActiveUniforms(program: WebGLProgram, uniformIndices: Iterable<GLuint>, pname: GLenum): any;
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getUniformIndices(program: WebGLProgram, uniformNames: Iterable<string>): Iterable<GLuint> | null;
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invalidateFramebuffer(target: GLenum, attachments: Iterable<GLenum>): void;
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invalidateSubFramebuffer(target: GLenum, attachments: Iterable<GLenum>, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void;
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transformFeedbackVaryings(program: WebGLProgram, varyings: Iterable<string>, bufferMode: GLenum): void;
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uniform1uiv(location: WebGLUniformLocation | null, data: Iterable<GLuint>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform2uiv(location: WebGLUniformLocation | null, data: Iterable<GLuint>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform3uiv(location: WebGLUniformLocation | null, data: Iterable<GLuint>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform4uiv(location: WebGLUniformLocation | null, data: Iterable<GLuint>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniformMatrix2x3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniformMatrix2x4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniformMatrix3x2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniformMatrix3x4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniformMatrix4x2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniformMatrix4x3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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vertexAttribI4iv(index: GLuint, values: Iterable<GLint>): void;
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vertexAttribI4uiv(index: GLuint, values: Iterable<GLuint>): void;
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}
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interface WebGL2RenderingContextOverloads {
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uniform1fv(location: WebGLUniformLocation | null, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform1iv(location: WebGLUniformLocation | null, data: Iterable<GLint>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform2fv(location: WebGLUniformLocation | null, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform2iv(location: WebGLUniformLocation | null, data: Iterable<GLint>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform3fv(location: WebGLUniformLocation | null, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform3iv(location: WebGLUniformLocation | null, data: Iterable<GLint>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform4fv(location: WebGLUniformLocation | null, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniform4iv(location: WebGLUniformLocation | null, data: Iterable<GLint>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniformMatrix2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniformMatrix3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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uniformMatrix4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
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}
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interface WebGLRenderingContextBase {
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vertexAttrib1fv(index: GLuint, values: Iterable<GLfloat>): void;
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vertexAttrib2fv(index: GLuint, values: Iterable<GLfloat>): void;
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vertexAttrib3fv(index: GLuint, values: Iterable<GLfloat>): void;
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vertexAttrib4fv(index: GLuint, values: Iterable<GLfloat>): void;
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}
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interface WebGLRenderingContextOverloads {
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uniform1fv(location: WebGLUniformLocation | null, v: Iterable<GLfloat>): void;
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uniform1iv(location: WebGLUniformLocation | null, v: Iterable<GLint>): void;
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uniform2fv(location: WebGLUniformLocation | null, v: Iterable<GLfloat>): void;
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uniform2iv(location: WebGLUniformLocation | null, v: Iterable<GLint>): void;
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uniform3fv(location: WebGLUniformLocation | null, v: Iterable<GLfloat>): void;
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uniform3iv(location: WebGLUniformLocation | null, v: Iterable<GLint>): void;
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uniform4fv(location: WebGLUniformLocation | null, v: Iterable<GLfloat>): void;
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uniform4iv(location: WebGLUniformLocation | null, v: Iterable<GLint>): void;
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uniformMatrix2fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Iterable<GLfloat>): void;
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uniformMatrix3fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Iterable<GLfloat>): void;
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uniformMatrix4fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Iterable<GLfloat>): void;
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}
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