AnimationClockResource.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Dotnetfx_Vista_SP2 / Dotnetfx_Vista_SP2 / 8.0.50727.4016 / DEVDIV / depot / DevDiv / releases / Orcas / QFE / wpf / src / Core / CSharp / System / Windows / Media / Animation / AnimationClockResource.cs / 1 / AnimationClockResource.cs

                            //---------------------------------------------------------------------------- 
//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
// File: AnimationClockResource.cs 
//
// Description: This file contains the implementation of AnimationClockResource. 
//              An AnimationClockResource is used to tie together an AnimationClock 
//              and a base value as a DUCE resource.  This base class provides
//              Changed Events. 
//
// History:
//  04/29/2004 : adsmith - Created it.
// 
//---------------------------------------------------------------------------
 
using System; 
using System.Windows;
using System.Windows.Media; 
using System.Windows.Media.Composition;
using System.Diagnostics;
using System.Runtime.InteropServices;
 
namespace System.Windows.Media.Animation
{ 
    ///  
    /// AnimationClockResource class.
    /// AnimationClockResource classes refer to an AnimationClock and a base 
    /// value.  They implement DUCE.IResource, and thus can be used to produce
    /// a render-side resource which represents the current value of this
    /// AnimationClock.
    /// They subscribe to the Changed event on the AnimationClock and ensure 
    /// that the resource's current value is up to date.
    ///  
    internal abstract class AnimationClockResource: DUCE.IResource 
    {
        ///  
        /// Protected constructor for AnimationClockResource.
        /// The derived class must provide a created duceResource.
        /// 
        ///  The AnimationClock for this resource.  Can be null.  
        protected AnimationClockResource(AnimationClock animationClock)
        { 
            _animationClock = animationClock; 

            if (_animationClock != null) 
            {
                _animationClock.CurrentTimeInvalidated += new EventHandler(OnChanged);
            }
        } 

        #region Public Properties 
 
        /// 
        /// AnimationClock - accessor for the AnimationClock. 
        /// 
        public AnimationClock AnimationClock
        {
            get 
            {
                return _animationClock; 
            } 
        }
 
        #endregion Public Properties

        /// 
        /// OnChanged - this is fired if any dependents change. 
        /// In this case, that means the Clock, which means we can (and do) assert that the Clock isn't null.
        ///  
        ///  object - the origin of the change.  
        ///  EventArgs - ignored. 
        protected void OnChanged(object sender, EventArgs args) 
        {
            Debug.Assert(sender as System.Windows.Threading.DispatcherObject != null);
            Debug.Assert(((System.Windows.Threading.DispatcherObject)sender).Dispatcher != null);
            Debug.Assert(_animationClock != null); 

            System.Windows.Threading.Dispatcher dispatcher = ((System.Windows.Threading.DispatcherObject)sender).Dispatcher; 
 
            MediaContext mediaContext = MediaContext.From(dispatcher);
 
            DUCE.Channel channel = mediaContext.Channel;

            // Only register for an update if this resource is currently on channel and
            // isn't already registered. 
            if (!IsResourceInvalid && _duceResource.IsOnAnyChannel)
            { 
                // Add this handler to this event means that the handler will be 
                // called on the next UIThread render for this Dispatcher.
                mediaContext.ResourcesUpdated += new MediaContext.ResourcesUpdatedHandler(UpdateResourceFromMediaContext); 
                IsResourceInvalid = true;
            }
        }
 
        /// 
        ///     Propagagtes handler to the _animationClock. 
        ///  
        /// 
        ///   EventHandler - the EventHandle to associate with the mutable dependents. 
        /// 
        ///  bool - if true, we're adding the new handler, if false we're removing it. 
        internal virtual void PropagateChangedHandlersCore(EventHandler handler, bool adding)
        { 
            // Nothing to do if the clock is null.
            if (_animationClock != null) 
            { 
                if (adding)
                { 
                    _animationClock.CurrentTimeInvalidated += handler;
                }
                else
                { 
                    _animationClock.CurrentTimeInvalidated -= handler;
                } 
            } 
        }
 
        #region DUCE

        /// 
        /// UpdateResourceFromMediaContext - this is called by the MediaContext 
        /// to validate the render-thread resource.
        /// Sender is the MediaContext. 
        ///  
        private void UpdateResourceFromMediaContext(DUCE.Channel channel, bool skipOnChannelCheck)
        { 
            // If we're told we can skip the channel check, then we must be on channel
            Debug.Assert(!skipOnChannelCheck || _duceResource.IsOnChannel(channel));

            // Check to see if we're on the channel and if we're invalid. 
            // Only perform the update if this resource is currently on channel.
            if (IsResourceInvalid && (skipOnChannelCheck || _duceResource.IsOnChannel(channel))) 
            { 
                UpdateResource(_duceResource.GetHandle(channel),
                               channel); 

                // This resource is now valid.
                IsResourceInvalid = false;
            } 
        }
 
        ///  
        /// UpdateResource - This method is called to update the render-thread
        /// resource on a given channel. 
        /// 
        ///  The DUCE.ResourceHandle for this resource on this channel. 
        ///  The channel on which to update the render-thread resource. 
        protected abstract void UpdateResource(DUCE.ResourceHandle handle, 
                                               DUCE.Channel channel);
 
        DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel) 
        {
            using (CompositionEngineLock.Acquire()) 
            {
                if (_duceResource.CreateOrAddRefOnChannel(channel, ResourceType))
                {
                    UpdateResource(_duceResource.GetHandle(channel), 
                                   channel);
                } 
 
                return _duceResource.GetHandle(channel);
            } 
        }

        void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel)
        { 
            using (CompositionEngineLock.Acquire())
            { 
                Debug.Assert(_duceResource.IsOnChannel(channel)); 

                _duceResource.ReleaseOnChannel(channel); 
            }
        }

        DUCE.ResourceHandle DUCE.IResource.GetHandle(DUCE.Channel channel) 
        {
            DUCE.ResourceHandle handle; 
 
            // Reconsider the need for this lock when removing the MultiChannelResource.
            using (CompositionEngineLock.Acquire()) 
            {
                // This method is a short cut and must only be called while the ref count
                // of this resource on this channel is non-zero.  Thus we assert that this
                // resource is already on this channel. 
                Debug.Assert(_duceResource.IsOnChannel(channel));
 
                handle = _duceResource.GetHandle(channel); 
            }
 
            return handle;
        }

        int DUCE.IResource.GetChannelCount() 
        {
            return _duceResource.GetChannelCount(); 
        } 

        DUCE.Channel DUCE.IResource.GetChannel(int index) 
        {
            return _duceResource.GetChannel(index);
        }
 
        /// 
        /// This is only implemented by Visual and Visual3D. 
        ///  
        void DUCE.IResource.RemoveChildFromParent(DUCE.IResource parent, DUCE.Channel channel)
        { 
            throw new NotImplementedException();
        }

        ///  
        /// This is only implemented by Visual and Visual3D.
        ///  
        DUCE.ResourceHandle DUCE.IResource.Get3DHandle(DUCE.Channel channel) 
        {
            throw new NotImplementedException(); 
        }

        #endregion DUCE
 
        #region Protected Method
 
        protected bool IsResourceInvalid 
        {
            get 
            {
                return _isResourceInvalid;
            }
            set 
            {
                _isResourceInvalid = value; 
            } 
        }
 
        //
        // Method which returns the DUCE type of this class.
        // The base class needs this type when calling CreateOrAddRefOnChannel.
        // By providing this via a virtual, we avoid a per-instance storage cost. 
        //
        protected abstract DUCE.ResourceType ResourceType { get; } 
 
        #endregion Protected Method
 
        // DUCE resource
        // It is provided via the constructor.
        private DUCE.MultiChannelResource _duceResource = new DUCE.MultiChannelResource();
 
        // This bool keeps track of whether or not this resource is valid
        // on its channel. 
        private bool _isResourceInvalid; 

        // This AnimationClock is the animation associated with this resource. 
        // It is provided via the constructor.
        protected AnimationClock _animationClock;
    }
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
//---------------------------------------------------------------------------- 
//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
// File: AnimationClockResource.cs 
//
// Description: This file contains the implementation of AnimationClockResource. 
//              An AnimationClockResource is used to tie together an AnimationClock 
//              and a base value as a DUCE resource.  This base class provides
//              Changed Events. 
//
// History:
//  04/29/2004 : adsmith - Created it.
// 
//---------------------------------------------------------------------------
 
using System; 
using System.Windows;
using System.Windows.Media; 
using System.Windows.Media.Composition;
using System.Diagnostics;
using System.Runtime.InteropServices;
 
namespace System.Windows.Media.Animation
{ 
    ///  
    /// AnimationClockResource class.
    /// AnimationClockResource classes refer to an AnimationClock and a base 
    /// value.  They implement DUCE.IResource, and thus can be used to produce
    /// a render-side resource which represents the current value of this
    /// AnimationClock.
    /// They subscribe to the Changed event on the AnimationClock and ensure 
    /// that the resource's current value is up to date.
    ///  
    internal abstract class AnimationClockResource: DUCE.IResource 
    {
        ///  
        /// Protected constructor for AnimationClockResource.
        /// The derived class must provide a created duceResource.
        /// 
        ///  The AnimationClock for this resource.  Can be null.  
        protected AnimationClockResource(AnimationClock animationClock)
        { 
            _animationClock = animationClock; 

            if (_animationClock != null) 
            {
                _animationClock.CurrentTimeInvalidated += new EventHandler(OnChanged);
            }
        } 

        #region Public Properties 
 
        /// 
        /// AnimationClock - accessor for the AnimationClock. 
        /// 
        public AnimationClock AnimationClock
        {
            get 
            {
                return _animationClock; 
            } 
        }
 
        #endregion Public Properties

        /// 
        /// OnChanged - this is fired if any dependents change. 
        /// In this case, that means the Clock, which means we can (and do) assert that the Clock isn't null.
        ///  
        ///  object - the origin of the change.  
        ///  EventArgs - ignored. 
        protected void OnChanged(object sender, EventArgs args) 
        {
            Debug.Assert(sender as System.Windows.Threading.DispatcherObject != null);
            Debug.Assert(((System.Windows.Threading.DispatcherObject)sender).Dispatcher != null);
            Debug.Assert(_animationClock != null); 

            System.Windows.Threading.Dispatcher dispatcher = ((System.Windows.Threading.DispatcherObject)sender).Dispatcher; 
 
            MediaContext mediaContext = MediaContext.From(dispatcher);
 
            DUCE.Channel channel = mediaContext.Channel;

            // Only register for an update if this resource is currently on channel and
            // isn't already registered. 
            if (!IsResourceInvalid && _duceResource.IsOnAnyChannel)
            { 
                // Add this handler to this event means that the handler will be 
                // called on the next UIThread render for this Dispatcher.
                mediaContext.ResourcesUpdated += new MediaContext.ResourcesUpdatedHandler(UpdateResourceFromMediaContext); 
                IsResourceInvalid = true;
            }
        }
 
        /// 
        ///     Propagagtes handler to the _animationClock. 
        ///  
        /// 
        ///   EventHandler - the EventHandle to associate with the mutable dependents. 
        /// 
        ///  bool - if true, we're adding the new handler, if false we're removing it. 
        internal virtual void PropagateChangedHandlersCore(EventHandler handler, bool adding)
        { 
            // Nothing to do if the clock is null.
            if (_animationClock != null) 
            { 
                if (adding)
                { 
                    _animationClock.CurrentTimeInvalidated += handler;
                }
                else
                { 
                    _animationClock.CurrentTimeInvalidated -= handler;
                } 
            } 
        }
 
        #region DUCE

        /// 
        /// UpdateResourceFromMediaContext - this is called by the MediaContext 
        /// to validate the render-thread resource.
        /// Sender is the MediaContext. 
        ///  
        private void UpdateResourceFromMediaContext(DUCE.Channel channel, bool skipOnChannelCheck)
        { 
            // If we're told we can skip the channel check, then we must be on channel
            Debug.Assert(!skipOnChannelCheck || _duceResource.IsOnChannel(channel));

            // Check to see if we're on the channel and if we're invalid. 
            // Only perform the update if this resource is currently on channel.
            if (IsResourceInvalid && (skipOnChannelCheck || _duceResource.IsOnChannel(channel))) 
            { 
                UpdateResource(_duceResource.GetHandle(channel),
                               channel); 

                // This resource is now valid.
                IsResourceInvalid = false;
            } 
        }
 
        ///  
        /// UpdateResource - This method is called to update the render-thread
        /// resource on a given channel. 
        /// 
        ///  The DUCE.ResourceHandle for this resource on this channel. 
        ///  The channel on which to update the render-thread resource. 
        protected abstract void UpdateResource(DUCE.ResourceHandle handle, 
                                               DUCE.Channel channel);
 
        DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel) 
        {
            using (CompositionEngineLock.Acquire()) 
            {
                if (_duceResource.CreateOrAddRefOnChannel(channel, ResourceType))
                {
                    UpdateResource(_duceResource.GetHandle(channel), 
                                   channel);
                } 
 
                return _duceResource.GetHandle(channel);
            } 
        }

        void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel)
        { 
            using (CompositionEngineLock.Acquire())
            { 
                Debug.Assert(_duceResource.IsOnChannel(channel)); 

                _duceResource.ReleaseOnChannel(channel); 
            }
        }

        DUCE.ResourceHandle DUCE.IResource.GetHandle(DUCE.Channel channel) 
        {
            DUCE.ResourceHandle handle; 
 
            // Reconsider the need for this lock when removing the MultiChannelResource.
            using (CompositionEngineLock.Acquire()) 
            {
                // This method is a short cut and must only be called while the ref count
                // of this resource on this channel is non-zero.  Thus we assert that this
                // resource is already on this channel. 
                Debug.Assert(_duceResource.IsOnChannel(channel));
 
                handle = _duceResource.GetHandle(channel); 
            }
 
            return handle;
        }

        int DUCE.IResource.GetChannelCount() 
        {
            return _duceResource.GetChannelCount(); 
        } 

        DUCE.Channel DUCE.IResource.GetChannel(int index) 
        {
            return _duceResource.GetChannel(index);
        }
 
        /// 
        /// This is only implemented by Visual and Visual3D. 
        ///  
        void DUCE.IResource.RemoveChildFromParent(DUCE.IResource parent, DUCE.Channel channel)
        { 
            throw new NotImplementedException();
        }

        ///  
        /// This is only implemented by Visual and Visual3D.
        ///  
        DUCE.ResourceHandle DUCE.IResource.Get3DHandle(DUCE.Channel channel) 
        {
            throw new NotImplementedException(); 
        }

        #endregion DUCE
 
        #region Protected Method
 
        protected bool IsResourceInvalid 
        {
            get 
            {
                return _isResourceInvalid;
            }
            set 
            {
                _isResourceInvalid = value; 
            } 
        }
 
        //
        // Method which returns the DUCE type of this class.
        // The base class needs this type when calling CreateOrAddRefOnChannel.
        // By providing this via a virtual, we avoid a per-instance storage cost. 
        //
        protected abstract DUCE.ResourceType ResourceType { get; } 
 
        #endregion Protected Method
 
        // DUCE resource
        // It is provided via the constructor.
        private DUCE.MultiChannelResource _duceResource = new DUCE.MultiChannelResource();
 
        // This bool keeps track of whether or not this resource is valid
        // on its channel. 
        private bool _isResourceInvalid; 

        // This AnimationClock is the animation associated with this resource. 
        // It is provided via the constructor.
        protected AnimationClock _animationClock;
    }
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
                        

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