Code:
/ 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)
{
List children = 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)
{
List children = 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.
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