ClockController.cs source code in C# .NET

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/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Core / System / Windows / Media / Animation / ClockController.cs / 1 / ClockController.cs

                            //------------------------------------------------------------------------------ 
//  Microsoft Windows Client Platform
//  Copyright (c) Microsoft Corporation, 2004
//
//  File:       ClockController.cs 
//-----------------------------------------------------------------------------
 
using MS.Internal; 
using MS.Utility;
using System; 
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics; 
using System.Runtime.InteropServices;
using System.Windows.Threading; 
using System.Windows; 
using System.Windows.Media.Composition;
using System.Windows.Markup; 

using SR=MS.Internal.PresentationCore.SR;
using SRID=MS.Internal.PresentationCore.SRID;
 
namespace System.Windows.Media.Animation
{ 
    ///  
    /// Provides access to interactive methods for a given Clock.
    ///  
    public sealed class ClockController : DispatcherObject
    {
        #region Data
 
        private Clock   _owner;
 
        #endregion // Data 

        #region Constructors 

        /// 
        /// Creates an instance of ClockController.
        ///  
        /// 
        /// The Clock that owns this collection. 
        ///  
        internal ClockController(Clock owner)
        { 
            Debug.Assert(owner != null, "ClockController must have a non-null owner.");
            _owner = owner;
        }
 
        #endregion // Constructors
 
        #region Methods 

        ///  
        /// Schedules a begin at the next tick.
        /// 
        /// 
        /// 

If the Clock is not enabled then this method has no effect.

/// ///

This method has no effect on the timing tree until the next time /// a tick is processed. As a side-effect, the appropriate events will also /// not be raised until then.

///
// Internally, Begin works similarly to Seek, in that it preschedules a seek in // the Clock to the zero position. public void Begin() { _owner.InternalBegin(); } /// /// Moves this clock to the end of its active period and then performs /// whatever behavior is specified by the FillBehavior property. /// /// ///

This method only has an effect if the Clock's CurrentState is ClockState.Active.

///

This method has no effect on the timing tree until the next time /// a tick is processed. As a side-effect, the appropriate events will also /// not be raised until then.

///
// Internally, SkipToFill works similarly to Seek, in that it preschedules a seek in // the Clock to the Fill position. public void SkipToFill() { _owner.InternalSkipToFill(); } /// /// Pauses the Clock and its children. /// /// ///

This method stops this Clock from moving. As a side effect, /// the Clocks's children are also paused. The Clock remains /// paused until one of the following events take place:

/// /// /// The Clock is allowed to continue with a call to the /// method. /// /// /// The Clock is restarted or ended with a call to the /// or methods. /// /// /// The Clock is restarted due to a scheduled begin time. /// /// /// The Clock is removed from the timing tree. /// /// /// ///

This method has no effect if the Clock is not active, or is currently paused.

///
/// public void Pause() { _owner.InternalPause(); } /// /// Allows a Clock to progress again after a call to . /// /// ///

Resuming a Clock also automatically resumes all of the Clock's children.

/// ///

This method has no effect if the Clock is not active and in the paused /// state. In addition, only a Clock that was previously explicitly paused with /// a call to can be resumed with this method.

/// ///

For more details, see the remarks for the /// method.

///
/// public void Resume() { _owner.InternalResume(); } /// /// Seeks a Clock to a new position. /// /// /// The seek offset, measured in the Clock's simple time frame of /// reference. The meaning of this parameter depends on the value of the origin parameter. /// /// /// The meaning of the offset parameter. See the enumeration /// for possible values. /// /// ///

If the Clock is a container, its children's Clocks are also updated accordingly.

/// ///

The seek is measured in the Clock's simple time frame of reference, meaning that the /// actual wall-clock playback time skipped (or replayed) may be different than that specified /// by the offset parameter, if time manipulations from the Speed, Acceleration or Deceleration /// properties are in effect for this Clock.

/// ///

The seek operation may only span the current simple duration of the Clock. Seeking to a /// time earlier than the begin time positions the Clock at the begin point, whereas /// seeking beyond the end simply puts the Clock at the end point.

///
public void Seek(TimeSpan offset, TimeSeekOrigin origin) { // IF YOU CHANGE THIS CODE: // This code is very similar to that in SeekAlignedToLastTick and is duplicated // in each method so that exceptions will be thrown from the public // method the user has called. You probably need to change both methods. if (!TimeEnumHelper.IsValidTimeSeekOrigin(origin)) { throw new InvalidEnumArgumentException(SR.Get(SRID.Enum_Invalid, "TimeSeekOrigin")); } if (origin == TimeSeekOrigin.Duration) { Duration duration = _owner.ResolvedDuration; if (!duration.HasTimeSpan) { // Can't seek relative to the Duration if it has been specified as Forever or if // it has not yet been resolved. throw new InvalidOperationException(SR.Get(SRID.Timing_SeekDestinationIndefinite)); } else { offset = offset + duration.TimeSpan; } } // Any offset greater than zero is OK here. If it's past the effective // duration it means execute the FillBehavior. if (offset < TimeSpan.Zero) { throw new InvalidOperationException(SR.Get(SRID.Timing_SeekDestinationNegative)); } _owner.InternalSeek(offset); } /// /// Process all information that occured until now /// public void SeekAlignedToLastTick(TimeSpan offset, TimeSeekOrigin origin) { // IF YOU CHANGE THIS CODE: // This code is very similar to that in Seek and is duplicated // in each method so that exceptions will be thrown from the public // method the user has called. You probably need to change both methods. if (!TimeEnumHelper.IsValidTimeSeekOrigin(origin)) { throw new InvalidEnumArgumentException(SR.Get(SRID.Enum_Invalid, "TimeSeekOrigin")); } if (origin == TimeSeekOrigin.Duration) { Duration duration = _owner.ResolvedDuration; if (!duration.HasTimeSpan) { // Can't seek relative to the Duration if it has been specified as Forevor or if // it has not yet been resolved. throw new InvalidOperationException(SR.Get(SRID.Timing_SeekDestinationIndefinite)); } else { offset = offset + duration.TimeSpan; } } // Any offset greater than zero is OK here. If it's past the effective // duration it means execute the FillBehavior. if (offset < TimeSpan.Zero) { throw new InvalidOperationException(SR.Get(SRID.Timing_SeekDestinationNegative)); } _owner.InternalSeekAlignedToLastTick(offset); } /// /// Interactively stops the Clock. /// /// /// This takes the Clock out of its active or fill period and leaves it /// in the off state. It may be reactivated with an interactive Begin(). /// public void Stop() { _owner.InternalStop(); } /// /// Interactively moves the Clock into a Completed state, fires Remove event. /// /// /// This takes the Clock out of its active or fill period and leaves it /// in the off state. It may be reactivated with an interactive Begin(). /// public void Remove() { _owner.InternalRemove(); } #endregion // Methods #region Properties /// /// Returns the Clock controlled by this ClockController class. /// public Clock Clock { get { return _owner; } } /// /// Returns or sets the interactive speed for the Clock. /// public double SpeedRatio { get { return _owner.InternalGetSpeedRatio(); } set { if (value < 0 || value > double.MaxValue || double.IsNaN(value)) { throw new ArgumentException(SR.Get(SRID.Timing_InvalidArgFinitePositive), "value"); } _owner.InternalSetSpeedRatio(value); } } #endregion // Properties } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.

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