VisualStateGroup.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Framework / System / Windows / VisualStateGroup.cs / 1458001 / VisualStateGroup.cs

                            // -------------------------------------------------------------------- 
// Copyright (c) Microsoft Corporation. All Rights Reserved.
// -------------------------------------------------------------------

using System; 
using System.Collections;
using System.Collections.Generic; 
using System.Collections.ObjectModel; 
using System.Windows;
using System.Windows.Controls; 
using System.Windows.Markup;
using System.Windows.Media.Animation;

namespace System.Windows 
{
    ///  
    ///     A group of mutually exclusive visual states. 
    /// 
    [ContentProperty("States")] 
    [RuntimeNameProperty("Name")]
    public class VisualStateGroup : DependencyObject
    {
        ///  
        ///     The Name of the VisualStateGroup.
        ///  
        public string Name 
        {
            get; 
            set;
        }

        ///  
        ///     VisualStates in the group.
        ///  
        public IList States 
        {
            get 
            {
                if (_states == null)
                {
                    _states = new FreezableCollection(); 
                }
 
                return _states; 
            }
        } 

        /// 
        ///     Transitions between VisualStates in the group.
        ///  
        public IList Transitions
        { 
            get 
            {
                if (_transitions == null) 
                {
                    _transitions = new FreezableCollection();
                }
 
                return _transitions;
            } 
        } 

        ///  
        ///     VisualState that is currently applied.
        /// 
        public VisualState CurrentState
        { 
            get;
            internal set; 
        } 

        internal VisualState GetState(string stateName) 
        {
            for (int stateIndex = 0; stateIndex < States.Count; ++stateIndex)
            {
                VisualState state = (VisualState)States[stateIndex]; 
                if (state.Name == stateName)
                { 
                    return state; 
                }
            } 

            return null;
        }
 
        internal Collection CurrentStoryboards
        { 
            get 
            {
                if (_currentStoryboards == null) 
                {
                    _currentStoryboards = new Collection();
                }
 
                return _currentStoryboards;
            } 
        } 

        internal void StartNewThenStopOld(FrameworkElement element, params Storyboard[] newStoryboards) 
        {
            // Remove the old Storyboards. Remove is delayed until the next TimeManager tick, so the
            // handoff to the new storyboard is unaffected.
            for (int index = 0; index < CurrentStoryboards.Count; ++index) 
            {
                if (CurrentStoryboards[index] == null) 
                { 
                    continue;
                } 

                CurrentStoryboards[index].Remove(element);
            }
            CurrentStoryboards.Clear(); 

            // Start the new Storyboards 
            for (int index = 0; index < newStoryboards.Length; ++index) 
            {
                if (newStoryboards[index] == null) 
                {
                    continue;
                }
 
                newStoryboards[index].Begin(element, HandoffBehavior.SnapshotAndReplace, true);
 
                // Hold on to the running Storyboards 
                CurrentStoryboards.Add(newStoryboards[index]);
 
                // Silverlight had an issue where initially, a checked CheckBox would not show the check mark
                // until the second frame. They chose to do a Seek(0) at this point, which this line
                // is supposed to mimic. It does not seem to be equivalent, though, and WPF ends up
                // with some odd animation behavior. I haven't seen the CheckBox issue on WPF, so 
                // commenting this out for now.
                // newStoryboards[index].SeekAlignedToLastTick(element, TimeSpan.Zero, TimeSeekOrigin.BeginTime); 
            } 

        } 

        internal void RaiseCurrentStateChanging(FrameworkElement stateGroupsRoot, VisualState oldState, VisualState newState, FrameworkElement control)
        {
            if (CurrentStateChanging != null) 
            {
                CurrentStateChanging(stateGroupsRoot, new VisualStateChangedEventArgs(oldState, newState, control, stateGroupsRoot)); 
            } 
        }
 
        internal void RaiseCurrentStateChanged(FrameworkElement stateGroupsRoot, VisualState oldState, VisualState newState, FrameworkElement control)
        {
            if (CurrentStateChanged != null)
            { 
                CurrentStateChanged(stateGroupsRoot, new VisualStateChangedEventArgs(oldState, newState, control, stateGroupsRoot));
            } 
        } 

        ///  
        ///     Raised when transition begins
        /// 
        public event EventHandler CurrentStateChanged;
 
        /// 
        ///     Raised when transition ends and new state storyboard begins. 
        ///  
        public event EventHandler CurrentStateChanging;
 
        private Collection _currentStoryboards;
        private FreezableCollection _states;
        private FreezableCollection _transitions;
    } 
}

// 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 System; 
using System.Collections;
using System.Collections.Generic; 
using System.Collections.ObjectModel; 
using System.Windows;
using System.Windows.Controls; 
using System.Windows.Markup;
using System.Windows.Media.Animation;

namespace System.Windows 
{
    ///  
    ///     A group of mutually exclusive visual states. 
    /// 
    [ContentProperty("States")] 
    [RuntimeNameProperty("Name")]
    public class VisualStateGroup : DependencyObject
    {
        ///  
        ///     The Name of the VisualStateGroup.
        ///  
        public string Name 
        {
            get; 
            set;
        }

        ///  
        ///     VisualStates in the group.
        ///  
        public IList States 
        {
            get 
            {
                if (_states == null)
                {
                    _states = new FreezableCollection(); 
                }
 
                return _states; 
            }
        } 

        /// 
        ///     Transitions between VisualStates in the group.
        ///  
        public IList Transitions
        { 
            get 
            {
                if (_transitions == null) 
                {
                    _transitions = new FreezableCollection();
                }
 
                return _transitions;
            } 
        } 

        ///  
        ///     VisualState that is currently applied.
        /// 
        public VisualState CurrentState
        { 
            get;
            internal set; 
        } 

        internal VisualState GetState(string stateName) 
        {
            for (int stateIndex = 0; stateIndex < States.Count; ++stateIndex)
            {
                VisualState state = (VisualState)States[stateIndex]; 
                if (state.Name == stateName)
                { 
                    return state; 
                }
            } 

            return null;
        }
 
        internal Collection CurrentStoryboards
        { 
            get 
            {
                if (_currentStoryboards == null) 
                {
                    _currentStoryboards = new Collection();
                }
 
                return _currentStoryboards;
            } 
        } 

        internal void StartNewThenStopOld(FrameworkElement element, params Storyboard[] newStoryboards) 
        {
            // Remove the old Storyboards. Remove is delayed until the next TimeManager tick, so the
            // handoff to the new storyboard is unaffected.
            for (int index = 0; index < CurrentStoryboards.Count; ++index) 
            {
                if (CurrentStoryboards[index] == null) 
                { 
                    continue;
                } 

                CurrentStoryboards[index].Remove(element);
            }
            CurrentStoryboards.Clear(); 

            // Start the new Storyboards 
            for (int index = 0; index < newStoryboards.Length; ++index) 
            {
                if (newStoryboards[index] == null) 
                {
                    continue;
                }
 
                newStoryboards[index].Begin(element, HandoffBehavior.SnapshotAndReplace, true);
 
                // Hold on to the running Storyboards 
                CurrentStoryboards.Add(newStoryboards[index]);
 
                // Silverlight had an issue where initially, a checked CheckBox would not show the check mark
                // until the second frame. They chose to do a Seek(0) at this point, which this line
                // is supposed to mimic. It does not seem to be equivalent, though, and WPF ends up
                // with some odd animation behavior. I haven't seen the CheckBox issue on WPF, so 
                // commenting this out for now.
                // newStoryboards[index].SeekAlignedToLastTick(element, TimeSpan.Zero, TimeSeekOrigin.BeginTime); 
            } 

        } 

        internal void RaiseCurrentStateChanging(FrameworkElement stateGroupsRoot, VisualState oldState, VisualState newState, FrameworkElement control)
        {
            if (CurrentStateChanging != null) 
            {
                CurrentStateChanging(stateGroupsRoot, new VisualStateChangedEventArgs(oldState, newState, control, stateGroupsRoot)); 
            } 
        }
 
        internal void RaiseCurrentStateChanged(FrameworkElement stateGroupsRoot, VisualState oldState, VisualState newState, FrameworkElement control)
        {
            if (CurrentStateChanged != null)
            { 
                CurrentStateChanged(stateGroupsRoot, new VisualStateChangedEventArgs(oldState, newState, control, stateGroupsRoot));
            } 
        } 

        ///  
        ///     Raised when transition begins
        /// 
        public event EventHandler CurrentStateChanged;
 
        /// 
        ///     Raised when transition ends and new state storyboard begins. 
        ///  
        public event EventHandler CurrentStateChanging;
 
        private Collection _currentStoryboards;
        private FreezableCollection _states;
        private FreezableCollection _transitions;
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.

                        

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