Code:
/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / System / Windows / Media / Animation / Animatable.cs / 1 / Animatable.cs
//------------------------------------------------------------------------------ // Microsoft Avalon // Copyright (c) Microsoft Corporation, 2003 // // File: Animatable.cs //----------------------------------------------------------------------------- // Allow suppression of certain presharp messages #pragma warning disable 1634, 1691 using MS.Internal; using MS.Utility; using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Windows.Threading; using System.Windows.Media.Composition; using SR = MS.Internal.PresentationCore.SR; using SRID = MS.Internal.PresentationCore.SRID; namespace System.Windows.Media.Animation { ////// This class derives from Freezable and adds the ability to animate properties. /// public abstract partial class Animatable : Freezable, IAnimatable, DUCE.IResource { #region Constructors ////// /// protected Animatable() { } #endregion #region Realization Support ////// Precompute is called during the frame preparation phase. Derived classes /// typically check if the brush requires realizations during this phase. /// internal virtual void Precompute() { return; } ////// Checks if realization updates are requried for this resource. /// internal virtual bool RequiresRealizationUpdates { get { return false; } set {} } #endregion #region Public ////// Creates a copy of this Animatable. /// ///The copy. public new Animatable Clone() { return (Animatable)base.Clone(); } ////// Determines whether this node can introduce a graph into the /// scene. Default to false and intended to be overriden by /// the appropriate classes /// ///True if this node can introduce graphness, else false internal virtual bool CanIntroduceGraphness() { return false; } internal void PropertyChanged(DependencyProperty dp) { AnimationStorage animationStorage = AnimationStorage.GetStorage(this, dp); IndependentAnimationStorage independentAnimationStorage = animationStorage as IndependentAnimationStorage; // If this property is independently animated and currently has // animations all we need to do is update the animation resource // that represents this property value. Otherwise we need to invalidate // and and eventually update this whole object. if (independentAnimationStorage != null) { independentAnimationStorage.InvalidateResource(); } else { RegisterForAsyncUpdateResource(); } } internal virtual void AddRefOnChannelAnimations(DUCE.Channel channel) { if (IAnimatable_HasAnimatedProperties) { FrugalMap animatedPropertiesMap = AnimationStorage.GetAnimatedPropertiesMap(this); Debug.Assert(animatedPropertiesMap.Count > 0); for (int i = 0; i < animatedPropertiesMap.Count; i++) { Int32 dpGlobalIndex; Object storageObject; animatedPropertiesMap.GetKeyValuePair(i, out dpGlobalIndex, out storageObject); DUCE.IResource storage = storageObject as DUCE.IResource; if (storage != null) { storage.AddRefOnChannel(channel); } } } } internal virtual void ReleaseOnChannelAnimations(DUCE.Channel channel) { if (IAnimatable_HasAnimatedProperties) { FrugalMap animatedPropertiesMap = AnimationStorage.GetAnimatedPropertiesMap(this); Debug.Assert(animatedPropertiesMap.Count > 0); for (int i = 0; i < animatedPropertiesMap.Count; i++) { Int32 dpGlobalIndex; Object storageObject; animatedPropertiesMap.GetKeyValuePair(i, out dpGlobalIndex, out storageObject); DUCE.IResource storage = storageObject as DUCE.IResource; if (storage != null) { storage.ReleaseOnChannel(channel); } } } } #region LocalProperty/CachedValue stuff internal static DependencyProperty RegisterProperty( string name, Type propertyType, Type ownerType, object defaultValue, PropertyChangedCallback changed, ValidateValueCallback validate, bool isIndependentlyAnimated, CoerceValueCallback coerced) { // Override metadata for this particular object type. This defines // the methods that will be called when property actions (setting, // getting, invalidating) are taken for this specific object type. UIPropertyMetadata propertyMetadata; // If this property is animated using a property resource, we create // AnimatablePropertyMetadata instead of UIPropertyMetadata. if (isIndependentlyAnimated) { propertyMetadata = new IndependentlyAnimatedPropertyMetadata(defaultValue); } else { propertyMetadata = new UIPropertyMetadata(defaultValue); } propertyMetadata.PropertyChangedCallback = changed; if (coerced != null) { propertyMetadata.CoerceValueCallback = coerced; } // Register property with passed in default metadata. The type of // defaultMetadata will determine whether this property is animatable. DependencyProperty dp = DependencyProperty.Register( name, propertyType, ownerType, propertyMetadata, validate); return dp; } // Helpers for addref and release of local properties. Subclasses can provide // overloads. internal void AddRefResource(DUCE.IResource resource, DUCE.Channel channel) { if (resource != null) { resource.AddRefOnChannel(channel); } } internal void ReleaseResource(DUCE.IResource resource, DUCE.Channel channel) { if (resource != null) { resource.ReleaseOnChannel(channel); } } #endregion LocalProperty/CachedValue stuff #endregion #region Protected ////// An Animatable will return false from this method if there are any Clocks /// animating any of its properties. If the Animatable has persistent animations /// specified, but all of the Clocks have been removed, it may still return /// true from this method if the Timelines themselves can be frozen. /// /// /// True if the Freezable should actually Freeze itself; false if /// the Freezable should simply return whether it can be frozen. ///True if this object can be frozen; otherwise false. protected override bool FreezeCore(bool isChecking) { if (IAnimatable_HasAnimatedProperties) { if (TraceFreezable.IsEnabled) { TraceFreezable.Trace( TraceEventType.Warning, TraceFreezable.UnableToFreezeAnimatedProperties, this); } return false; } return base.FreezeCore(isChecking); } #endregion #region IResource ////// Derived classes implement this function. /// DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel) { // Just return null instead of throwing an exception, since some // derived classes like BitmapEffect do their own addref/release. return DUCE.ResourceHandle.Null; } ////// Derived classes implement this function. /// void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel) { // Just return instead of throwing an exception, since some // derived classes like BitmapEffect do their own addref/release. } ////// Derived classes implement this function. /// DUCE.ResourceHandle DUCE.IResource.GetHandle(DUCE.Channel channel) { // Just return null instead of throwing an exception, since some // derived classes like BitmapEffect do their own addref/release. return DUCE.ResourceHandle.Null; } ////// Derived classes implement this function. /// int DUCE.IResource.GetChannelCount() { return 0; } ////// Derived classes implement this function. /// DUCE.Channel DUCE.IResource.GetChannel(int index) { return null; } ////// This is only implemented by Visual and Visual3D. /// DUCE.ResourceHandle DUCE.IResource.Get3DHandle(DUCE.Channel channel) { throw new NotImplementedException(); } ////// This is only implemented by Visual and Visual3D. /// void DUCE.IResource.RemoveChildFromParent(DUCE.IResource parent, DUCE.Channel channel) { throw new NotImplementedException(); } #endregion #region Internal internal DUCE.ResourceHandle GetAnimationResourceHandle(DependencyProperty dp, DUCE.Channel channel) { if (channel != null && IAnimatable_HasAnimatedProperties) { return IndependentAnimationStorage.GetResourceHandle(this, dp, channel); } else { return DUCE.ResourceHandle.Null; } } ////// Returns a WeakReference to this Animatable that can be used by /// anyone who needs one. /// ////// The WeakReference isn't created or stored until this method is /// called. /// ///A WeakReference to this Animtable. internal WeakReference GetWeakReference() { object reference = StoredWeakReferenceField.GetValue(this); if (reference == null) { reference = new WeakReference(this); StoredWeakReferenceField.SetValue(this, (WeakReference)reference); } Debug.Assert(reference is WeakReference); return (WeakReference)reference; } ////// IsBaseValueDefault returns true if there is no local value specified for this DP. /// /// The property for which the local value is checked. internal bool IsBaseValueDefault(DependencyProperty dp) { return ReadLocalValue(dp) == DependencyProperty.UnsetValue; } ////// internal void RegisterForAsyncUpdateResource() { DUCE.IResource resource = this as DUCE.IResource; if (resource != null) { if ((Dispatcher != null) && Animatable_IsResourceInvalidationNecessary) { MediaContext mediaContext = MediaContext.From(Dispatcher); // // Only register for a deferred resource update if this // is actually on the channel. // if (!resource.GetHandle(mediaContext.Channel).IsNull) { // 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(UpdateResource); Animatable_IsResourceInvalidationNecessary = false; } } } } ///Every time something changes, we don't want to send resource /// updates to the UCE, we only really want to do it once per UIThread /// render. ///Calling this will make sure that a resource update request /// is registered with the MediaContext. ///If this object doesn't have context affinity, it's unlikely /// that resource update requests would ever be made, however if they /// are the request will happen immediately. ////// UpdateResource - this implements the prototype required by ResourcesUpdatedHandler /// The method which implements this prototype is also often called in situations where /// the resource is known to be "on channel" - in those cases, "true" is passed for the second /// parameter (allowing the implementation to skip the check). /// internal virtual void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck) { Animatable_IsResourceInvalidationNecessary = true; } ////// WritePreamble for objects such as AnimationCollection and /// TimelineCollection which modify an Animatable from the outside. /// internal void InternalWritePreamble() { WritePreamble(); } #endregion #region Private ////// We use this property to store the a WeakReference to this Animatable /// that can be used by anyone who needs a WeakReference. It won't be /// created until its requested using the GetWeakReference method. /// private static readonly UncommonFieldStoredWeakReferenceField = new UncommonField (); /// /// This method is used by TypeDescriptor to determine if this property should /// be serialized. /// [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public static bool ShouldSerializeStoredWeakReference(DependencyObject target) { return false; } #endregion } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved. //------------------------------------------------------------------------------ // Microsoft Avalon // Copyright (c) Microsoft Corporation, 2003 // // File: Animatable.cs //----------------------------------------------------------------------------- // Allow suppression of certain presharp messages #pragma warning disable 1634, 1691 using MS.Internal; using MS.Utility; using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Windows.Threading; using System.Windows.Media.Composition; using SR = MS.Internal.PresentationCore.SR; using SRID = MS.Internal.PresentationCore.SRID; namespace System.Windows.Media.Animation { ////// This class derives from Freezable and adds the ability to animate properties. /// public abstract partial class Animatable : Freezable, IAnimatable, DUCE.IResource { #region Constructors ////// /// protected Animatable() { } #endregion #region Realization Support ////// Precompute is called during the frame preparation phase. Derived classes /// typically check if the brush requires realizations during this phase. /// internal virtual void Precompute() { return; } ////// Checks if realization updates are requried for this resource. /// internal virtual bool RequiresRealizationUpdates { get { return false; } set {} } #endregion #region Public ////// Creates a copy of this Animatable. /// ///The copy. public new Animatable Clone() { return (Animatable)base.Clone(); } ////// Determines whether this node can introduce a graph into the /// scene. Default to false and intended to be overriden by /// the appropriate classes /// ///True if this node can introduce graphness, else false internal virtual bool CanIntroduceGraphness() { return false; } internal void PropertyChanged(DependencyProperty dp) { AnimationStorage animationStorage = AnimationStorage.GetStorage(this, dp); IndependentAnimationStorage independentAnimationStorage = animationStorage as IndependentAnimationStorage; // If this property is independently animated and currently has // animations all we need to do is update the animation resource // that represents this property value. Otherwise we need to invalidate // and and eventually update this whole object. if (independentAnimationStorage != null) { independentAnimationStorage.InvalidateResource(); } else { RegisterForAsyncUpdateResource(); } } internal virtual void AddRefOnChannelAnimations(DUCE.Channel channel) { if (IAnimatable_HasAnimatedProperties) { FrugalMap animatedPropertiesMap = AnimationStorage.GetAnimatedPropertiesMap(this); Debug.Assert(animatedPropertiesMap.Count > 0); for (int i = 0; i < animatedPropertiesMap.Count; i++) { Int32 dpGlobalIndex; Object storageObject; animatedPropertiesMap.GetKeyValuePair(i, out dpGlobalIndex, out storageObject); DUCE.IResource storage = storageObject as DUCE.IResource; if (storage != null) { storage.AddRefOnChannel(channel); } } } } internal virtual void ReleaseOnChannelAnimations(DUCE.Channel channel) { if (IAnimatable_HasAnimatedProperties) { FrugalMap animatedPropertiesMap = AnimationStorage.GetAnimatedPropertiesMap(this); Debug.Assert(animatedPropertiesMap.Count > 0); for (int i = 0; i < animatedPropertiesMap.Count; i++) { Int32 dpGlobalIndex; Object storageObject; animatedPropertiesMap.GetKeyValuePair(i, out dpGlobalIndex, out storageObject); DUCE.IResource storage = storageObject as DUCE.IResource; if (storage != null) { storage.ReleaseOnChannel(channel); } } } } #region LocalProperty/CachedValue stuff internal static DependencyProperty RegisterProperty( string name, Type propertyType, Type ownerType, object defaultValue, PropertyChangedCallback changed, ValidateValueCallback validate, bool isIndependentlyAnimated, CoerceValueCallback coerced) { // Override metadata for this particular object type. This defines // the methods that will be called when property actions (setting, // getting, invalidating) are taken for this specific object type. UIPropertyMetadata propertyMetadata; // If this property is animated using a property resource, we create // AnimatablePropertyMetadata instead of UIPropertyMetadata. if (isIndependentlyAnimated) { propertyMetadata = new IndependentlyAnimatedPropertyMetadata(defaultValue); } else { propertyMetadata = new UIPropertyMetadata(defaultValue); } propertyMetadata.PropertyChangedCallback = changed; if (coerced != null) { propertyMetadata.CoerceValueCallback = coerced; } // Register property with passed in default metadata. The type of // defaultMetadata will determine whether this property is animatable. DependencyProperty dp = DependencyProperty.Register( name, propertyType, ownerType, propertyMetadata, validate); return dp; } // Helpers for addref and release of local properties. Subclasses can provide // overloads. internal void AddRefResource(DUCE.IResource resource, DUCE.Channel channel) { if (resource != null) { resource.AddRefOnChannel(channel); } } internal void ReleaseResource(DUCE.IResource resource, DUCE.Channel channel) { if (resource != null) { resource.ReleaseOnChannel(channel); } } #endregion LocalProperty/CachedValue stuff #endregion #region Protected ////// An Animatable will return false from this method if there are any Clocks /// animating any of its properties. If the Animatable has persistent animations /// specified, but all of the Clocks have been removed, it may still return /// true from this method if the Timelines themselves can be frozen. /// /// /// True if the Freezable should actually Freeze itself; false if /// the Freezable should simply return whether it can be frozen. ///True if this object can be frozen; otherwise false. protected override bool FreezeCore(bool isChecking) { if (IAnimatable_HasAnimatedProperties) { if (TraceFreezable.IsEnabled) { TraceFreezable.Trace( TraceEventType.Warning, TraceFreezable.UnableToFreezeAnimatedProperties, this); } return false; } return base.FreezeCore(isChecking); } #endregion #region IResource ////// Derived classes implement this function. /// DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel) { // Just return null instead of throwing an exception, since some // derived classes like BitmapEffect do their own addref/release. return DUCE.ResourceHandle.Null; } ////// Derived classes implement this function. /// void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel) { // Just return instead of throwing an exception, since some // derived classes like BitmapEffect do their own addref/release. } ////// Derived classes implement this function. /// DUCE.ResourceHandle DUCE.IResource.GetHandle(DUCE.Channel channel) { // Just return null instead of throwing an exception, since some // derived classes like BitmapEffect do their own addref/release. return DUCE.ResourceHandle.Null; } ////// Derived classes implement this function. /// int DUCE.IResource.GetChannelCount() { return 0; } ////// Derived classes implement this function. /// DUCE.Channel DUCE.IResource.GetChannel(int index) { return null; } ////// This is only implemented by Visual and Visual3D. /// DUCE.ResourceHandle DUCE.IResource.Get3DHandle(DUCE.Channel channel) { throw new NotImplementedException(); } ////// This is only implemented by Visual and Visual3D. /// void DUCE.IResource.RemoveChildFromParent(DUCE.IResource parent, DUCE.Channel channel) { throw new NotImplementedException(); } #endregion #region Internal internal DUCE.ResourceHandle GetAnimationResourceHandle(DependencyProperty dp, DUCE.Channel channel) { if (channel != null && IAnimatable_HasAnimatedProperties) { return IndependentAnimationStorage.GetResourceHandle(this, dp, channel); } else { return DUCE.ResourceHandle.Null; } } ////// Returns a WeakReference to this Animatable that can be used by /// anyone who needs one. /// ////// The WeakReference isn't created or stored until this method is /// called. /// ///A WeakReference to this Animtable. internal WeakReference GetWeakReference() { object reference = StoredWeakReferenceField.GetValue(this); if (reference == null) { reference = new WeakReference(this); StoredWeakReferenceField.SetValue(this, (WeakReference)reference); } Debug.Assert(reference is WeakReference); return (WeakReference)reference; } ////// IsBaseValueDefault returns true if there is no local value specified for this DP. /// /// The property for which the local value is checked. internal bool IsBaseValueDefault(DependencyProperty dp) { return ReadLocalValue(dp) == DependencyProperty.UnsetValue; } ////// internal void RegisterForAsyncUpdateResource() { DUCE.IResource resource = this as DUCE.IResource; if (resource != null) { if ((Dispatcher != null) && Animatable_IsResourceInvalidationNecessary) { MediaContext mediaContext = MediaContext.From(Dispatcher); // // Only register for a deferred resource update if this // is actually on the channel. // if (!resource.GetHandle(mediaContext.Channel).IsNull) { // 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(UpdateResource); Animatable_IsResourceInvalidationNecessary = false; } } } } ///Every time something changes, we don't want to send resource /// updates to the UCE, we only really want to do it once per UIThread /// render. ///Calling this will make sure that a resource update request /// is registered with the MediaContext. ///If this object doesn't have context affinity, it's unlikely /// that resource update requests would ever be made, however if they /// are the request will happen immediately. ////// UpdateResource - this implements the prototype required by ResourcesUpdatedHandler /// The method which implements this prototype is also often called in situations where /// the resource is known to be "on channel" - in those cases, "true" is passed for the second /// parameter (allowing the implementation to skip the check). /// internal virtual void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck) { Animatable_IsResourceInvalidationNecessary = true; } ////// WritePreamble for objects such as AnimationCollection and /// TimelineCollection which modify an Animatable from the outside. /// internal void InternalWritePreamble() { WritePreamble(); } #endregion #region Private ////// We use this property to store the a WeakReference to this Animatable /// that can be used by anyone who needs a WeakReference. It won't be /// created until its requested using the GetWeakReference method. /// private static readonly UncommonFieldStoredWeakReferenceField = new UncommonField (); /// /// This method is used by TypeDescriptor to determine if this property should /// be serialized. /// [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public static bool ShouldSerializeStoredWeakReference(DependencyObject target) { return false; } #endregion } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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