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/ Net / Net / 3.5.50727.3053 / DEVDIV / depot / DevDiv / releases / Orcas / SP / wpf / src / Core / CSharp / System / Windows / Media / Animation / ParallelTimeline.cs / 1 / ParallelTimeline.cs
//---------------------------------------------------------------------------- //// Copyright (C) Microsoft Corporation. All rights reserved. // //--------------------------------------------------------------------------- using MS.Internal; using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.ComponentModel; namespace System.Windows.Media.Animation { ////// This class represents a group of Timelines where the children /// become active according to the value of their Begin property rather /// than their specific order in the Children collection. Children /// are also able to overlap and run in parallel with each other. /// public partial class ParallelTimeline : TimelineGroup { #region Constructors ////// Creates a ParallelTimeline with default properties. /// public ParallelTimeline() : base() { } ////// Creates a ParallelTimeline with the specified BeginTime. /// /// /// The scheduled BeginTime for this ParallelTimeline. /// public ParallelTimeline(TimeSpan? beginTime) : base(beginTime) { } ////// Creates a ParallelTimeline with the specified begin time and duration. /// /// /// The scheduled BeginTime for this ParallelTimeline. /// /// /// The simple Duration of this ParallelTimeline. /// public ParallelTimeline(TimeSpan? beginTime, Duration duration) : base(beginTime, duration) { } ////// Creates a ParallelTimeline with the specified BeginTime, Duration and RepeatBehavior. /// /// /// The scheduled BeginTime for this ParallelTimeline. /// /// /// The simple Duration of this ParallelTimeline. /// /// /// The RepeatBehavior for this ParallelTimeline. /// public ParallelTimeline(TimeSpan? beginTime, Duration duration, RepeatBehavior repeatBehavior) : base(beginTime, duration, repeatBehavior) { } #endregion #region Methods ////// Return the duration from a specific clock /// /// /// The Clock whose natural duration is desired. /// ////// A Duration quantity representing the natural duration. /// protected override Duration GetNaturalDurationCore(Clock clock) { Duration simpleDuration = TimeSpan.Zero; ClockGroup clockGroup = clock as ClockGroup; if (clockGroup != null) { Listchildren = clockGroup.InternalChildren; // The container ends when all of its children have ended at least // one of their active periods. if (children != null) { bool hasChildWithUnresolvedDuration = false; for (int childIndex = 0; childIndex < children.Count; childIndex++) { Duration childEndOfActivePeriod = children[childIndex].EndOfActivePeriod; if (childEndOfActivePeriod == Duration.Forever) { // If we have even one child with a duration of forever // our resolved duration will also be forever. It doesn't // matter if other children have unresolved durations. return Duration.Forever; } else if (childEndOfActivePeriod == Duration.Automatic) { hasChildWithUnresolvedDuration = true; } else if (childEndOfActivePeriod > simpleDuration) { simpleDuration = childEndOfActivePeriod; } } // We've iterated through all our children. We know that at this // point none of them have a duration of Forever or we would have // returned already. If any of them still have unresolved // durations then our duration is also still unresolved and we // will return automatic. Otherwise, we'll fall out of the 'if' // block and return the simpleDuration as our final resolved // duration. if (hasChildWithUnresolvedDuration) { return Duration.Automatic; } } } return simpleDuration; } #endregion #region SlipBehavior Property /// /// SlipBehavior Property /// public static readonly DependencyProperty SlipBehaviorProperty = DependencyProperty.Register( "SlipBehavior", typeof(SlipBehavior), typeof(ParallelTimeline), new PropertyMetadata( SlipBehavior.Grow, new PropertyChangedCallback(ParallelTimeline_PropertyChangedFunction)), new ValidateValueCallback(ValidateSlipBehavior)); private static bool ValidateSlipBehavior(object value) { return TimeEnumHelper.IsValidSlipBehavior((SlipBehavior)value); } ////// Returns the SlipBehavior for this ClockGroup /// [DefaultValue(SlipBehavior.Grow)] public SlipBehavior SlipBehavior { get { return (SlipBehavior)GetValue(SlipBehaviorProperty); } set { SetValue(SlipBehaviorProperty, value); } } internal static void ParallelTimeline_PropertyChangedFunction(DependencyObject d, DependencyPropertyChangedEventArgs e) { ((ParallelTimeline)d).PropertyChanged(e.Property); } #endregion // SlipBehavior Property } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved. //---------------------------------------------------------------------------- //// Copyright (C) Microsoft Corporation. All rights reserved. // //--------------------------------------------------------------------------- using MS.Internal; using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.ComponentModel; namespace System.Windows.Media.Animation { ////// This class represents a group of Timelines where the children /// become active according to the value of their Begin property rather /// than their specific order in the Children collection. Children /// are also able to overlap and run in parallel with each other. /// public partial class ParallelTimeline : TimelineGroup { #region Constructors ////// Creates a ParallelTimeline with default properties. /// public ParallelTimeline() : base() { } ////// Creates a ParallelTimeline with the specified BeginTime. /// /// /// The scheduled BeginTime for this ParallelTimeline. /// public ParallelTimeline(TimeSpan? beginTime) : base(beginTime) { } ////// Creates a ParallelTimeline with the specified begin time and duration. /// /// /// The scheduled BeginTime for this ParallelTimeline. /// /// /// The simple Duration of this ParallelTimeline. /// public ParallelTimeline(TimeSpan? beginTime, Duration duration) : base(beginTime, duration) { } ////// Creates a ParallelTimeline with the specified BeginTime, Duration and RepeatBehavior. /// /// /// The scheduled BeginTime for this ParallelTimeline. /// /// /// The simple Duration of this ParallelTimeline. /// /// /// The RepeatBehavior for this ParallelTimeline. /// public ParallelTimeline(TimeSpan? beginTime, Duration duration, RepeatBehavior repeatBehavior) : base(beginTime, duration, repeatBehavior) { } #endregion #region Methods ////// Return the duration from a specific clock /// /// /// The Clock whose natural duration is desired. /// ////// A Duration quantity representing the natural duration. /// protected override Duration GetNaturalDurationCore(Clock clock) { Duration simpleDuration = TimeSpan.Zero; ClockGroup clockGroup = clock as ClockGroup; if (clockGroup != null) { Listchildren = clockGroup.InternalChildren; // The container ends when all of its children have ended at least // one of their active periods. if (children != null) { bool hasChildWithUnresolvedDuration = false; for (int childIndex = 0; childIndex < children.Count; childIndex++) { Duration childEndOfActivePeriod = children[childIndex].EndOfActivePeriod; if (childEndOfActivePeriod == Duration.Forever) { // If we have even one child with a duration of forever // our resolved duration will also be forever. It doesn't // matter if other children have unresolved durations. return Duration.Forever; } else if (childEndOfActivePeriod == Duration.Automatic) { hasChildWithUnresolvedDuration = true; } else if (childEndOfActivePeriod > simpleDuration) { simpleDuration = childEndOfActivePeriod; } } // We've iterated through all our children. We know that at this // point none of them have a duration of Forever or we would have // returned already. If any of them still have unresolved // durations then our duration is also still unresolved and we // will return automatic. Otherwise, we'll fall out of the 'if' // block and return the simpleDuration as our final resolved // duration. if (hasChildWithUnresolvedDuration) { return Duration.Automatic; } } } return simpleDuration; } #endregion #region SlipBehavior Property /// /// SlipBehavior Property /// public static readonly DependencyProperty SlipBehaviorProperty = DependencyProperty.Register( "SlipBehavior", typeof(SlipBehavior), typeof(ParallelTimeline), new PropertyMetadata( SlipBehavior.Grow, new PropertyChangedCallback(ParallelTimeline_PropertyChangedFunction)), new ValidateValueCallback(ValidateSlipBehavior)); private static bool ValidateSlipBehavior(object value) { return TimeEnumHelper.IsValidSlipBehavior((SlipBehavior)value); } ////// Returns the SlipBehavior for this ClockGroup /// [DefaultValue(SlipBehavior.Grow)] public SlipBehavior SlipBehavior { get { return (SlipBehavior)GetValue(SlipBehaviorProperty); } set { SetValue(SlipBehaviorProperty, value); } } internal static void ParallelTimeline_PropertyChangedFunction(DependencyObject d, DependencyPropertyChangedEventArgs e) { ((ParallelTimeline)d).PropertyChanged(e.Property); } #endregion // SlipBehavior Property } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. 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