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/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Core / System / Windows / Media3D / MaterialGroup.cs / 1 / MaterialGroup.cs
//---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // // Description: Material group // //--------------------------------------------------------------------------- using System; using System.Collections; using System.Diagnostics; using System.Windows; using System.Windows.Media; using System.Windows.Media.Media3D; using System.Windows.Markup; using MS.Internal; using MS.Internal.Media3D; using SR=MS.Internal.PresentationCore.SR; using SRID=MS.Internal.PresentationCore.SRID; namespace System.Windows.Media.Media3D { ////// Material group /// [ContentProperty("Children")] public sealed partial class MaterialGroup : Material { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors ////// Default constructor. /// public MaterialGroup() {} #endregion Constructors //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- #region Public Methods #endregion Public Methods //------------------------------------------------------ // // Internal Methods // //------------------------------------------------------ #region Internal Methods // If a child changes or is added/removed to this, // that will fire changed which will mark the GeometryModel3D // containing this as DirtyForPreCompute which will // cause PreCompute() to be called on us. // // Thus, we don't need to override OnChanged() and update // _requiresRealization here in MaterialGroup. internal override bool PreCompute() { _requiresRealization = false; MaterialCollection children = Children; if (children != null) { int count = children.Count; for (int i = 0; i < count; i++) { // Can't early exit on first 'true' because PreCompute // does work that's necessary for every Material that // has text in it _requiresRealization |= children.Internal_GetItem(i).PreCompute(); } } return _requiresRealization; } internal override void UpdateRealizations( RealizationContext ctx, ref Rect bounds ) { Debug.Assert(_requiresRealization); MaterialCollection children = Children; if (children != null) { int count = children.Count; for (int i = 0; i < count; i++) { Material material = children.Internal_GetItem(i); if (material.RequiresRealization) { material.UpdateRealizations(ctx, ref bounds); } } } } #endregion Internal Methods //----------------------------------------------------- // // Internal Properties // //------------------------------------------------------ #region Internal Properties internal override bool RequiresRealization { get { return _requiresRealization; } } #endregion Internal Properties //----------------------------------------------------- // // Private Fields // //----------------------------------------------------- #region Private Fields private bool _requiresRealization = false; #endregion Private Fields } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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