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denoland-deno/cli/dts/lib.webworker.iterable.d.ts

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