InertiaRotationBehavior.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 / Core / CSharp / System / Windows / Input / InertiaRotationBehavior.cs / 1305600 / InertiaRotationBehavior.cs

                            //---------------------------------------------------------------------------- 
//
// Copyright (C) Microsoft Corporation.  All rights reserved.
//
//--------------------------------------------------------------------------- 

using System; 
using System.Diagnostics; 
using System.Windows;
using System.Windows.Input.Manipulations; 

namespace System.Windows.Input
{
    ///  
    ///     Provides information about the inertia behavior.
    ///  
    public class InertiaRotationBehavior 
    {
        ///  
        ///     Instantiates a new instance of this class.
        /// 
        public InertiaRotationBehavior()
        { 
        }
 
        ///  
        ///     Instantiates a new instance of this class.
        ///  
        internal InertiaRotationBehavior(double initialVelocity)
        {
            _initialVelocity = initialVelocity;
        } 

        ///  
        ///     The initial rate of angular change of the element at the start of the inertia phase in degrees/ms. 
        /// 
        public double InitialVelocity 
        {
            get { return _initialVelocity; }
            set
            { 
                _isInitialVelocitySet = true;
                _initialVelocity = value; 
            } 
        }
 
        /// 
        ///     The desired rate of change of velocity in degrees/ms^2.
        /// 
        public double DesiredDeceleration 
        {
            get { return _desiredDeceleration; } 
            set 
            {
                if (Double.IsInfinity(value) || Double.IsNaN(value)) 
                {
                    throw new ArgumentOutOfRangeException("value");
                }
 
                _isDesiredDecelerationSet = true;
                _desiredDeceleration = value; 
                _isDesiredRotationSet = false; 
                _desiredRotation = double.NaN;
            } 
        }

        /// 
        ///     The desired total change in angle in degrees. 
        /// 
        public double DesiredRotation 
        { 
            get { return _desiredRotation; }
            set 
            {
                if (Double.IsInfinity(value) || Double.IsNaN(value))
                {
                    throw new ArgumentOutOfRangeException("value"); 
                }
 
                _isDesiredRotationSet = true; 
                _desiredRotation = value;
                _isDesiredDecelerationSet = false; 
                _desiredDeceleration = double.NaN;
            }
        }
 
        internal bool CanUseForInertia()
        { 
            return _isInitialVelocitySet || _isDesiredDecelerationSet || _isDesiredRotationSet; 
        }
 
        internal static void ApplyParameters(InertiaRotationBehavior behavior, InertiaProcessor2D processor, double initialVelocity)
        {
            if (behavior != null && behavior.CanUseForInertia())
            { 
                InertiaRotationBehavior2D behavior2D = new InertiaRotationBehavior2D();
 
                if (behavior._isInitialVelocitySet) 
                {
                    behavior2D.InitialVelocity = (float)AngleUtil.DegreesToRadians(behavior._initialVelocity); 
                }
                else
                {
                    behavior2D.InitialVelocity = (float)AngleUtil.DegreesToRadians(initialVelocity); 
                }
                if (behavior._isDesiredDecelerationSet) 
                { 
                    behavior2D.DesiredDeceleration = (float)AngleUtil.DegreesToRadians(behavior._desiredDeceleration);
                } 
                if (behavior._isDesiredRotationSet)
                {
                    behavior2D.DesiredRotation = (float)AngleUtil.DegreesToRadians(behavior._desiredRotation);
                } 

                processor.RotationBehavior = behavior2D; 
            } 
        }
 
        private bool _isInitialVelocitySet;
        private double _initialVelocity = double.NaN;
        private bool _isDesiredDecelerationSet;
        private double _desiredDeceleration = double.NaN; 
        private bool _isDesiredRotationSet;
        private double _desiredRotation = double.NaN; 
    } 
}

// 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.Diagnostics; 
using System.Windows;
using System.Windows.Input.Manipulations; 

namespace System.Windows.Input
{
    ///  
    ///     Provides information about the inertia behavior.
    ///  
    public class InertiaRotationBehavior 
    {
        ///  
        ///     Instantiates a new instance of this class.
        /// 
        public InertiaRotationBehavior()
        { 
        }
 
        ///  
        ///     Instantiates a new instance of this class.
        ///  
        internal InertiaRotationBehavior(double initialVelocity)
        {
            _initialVelocity = initialVelocity;
        } 

        ///  
        ///     The initial rate of angular change of the element at the start of the inertia phase in degrees/ms. 
        /// 
        public double InitialVelocity 
        {
            get { return _initialVelocity; }
            set
            { 
                _isInitialVelocitySet = true;
                _initialVelocity = value; 
            } 
        }
 
        /// 
        ///     The desired rate of change of velocity in degrees/ms^2.
        /// 
        public double DesiredDeceleration 
        {
            get { return _desiredDeceleration; } 
            set 
            {
                if (Double.IsInfinity(value) || Double.IsNaN(value)) 
                {
                    throw new ArgumentOutOfRangeException("value");
                }
 
                _isDesiredDecelerationSet = true;
                _desiredDeceleration = value; 
                _isDesiredRotationSet = false; 
                _desiredRotation = double.NaN;
            } 
        }

        /// 
        ///     The desired total change in angle in degrees. 
        /// 
        public double DesiredRotation 
        { 
            get { return _desiredRotation; }
            set 
            {
                if (Double.IsInfinity(value) || Double.IsNaN(value))
                {
                    throw new ArgumentOutOfRangeException("value"); 
                }
 
                _isDesiredRotationSet = true; 
                _desiredRotation = value;
                _isDesiredDecelerationSet = false; 
                _desiredDeceleration = double.NaN;
            }
        }
 
        internal bool CanUseForInertia()
        { 
            return _isInitialVelocitySet || _isDesiredDecelerationSet || _isDesiredRotationSet; 
        }
 
        internal static void ApplyParameters(InertiaRotationBehavior behavior, InertiaProcessor2D processor, double initialVelocity)
        {
            if (behavior != null && behavior.CanUseForInertia())
            { 
                InertiaRotationBehavior2D behavior2D = new InertiaRotationBehavior2D();
 
                if (behavior._isInitialVelocitySet) 
                {
                    behavior2D.InitialVelocity = (float)AngleUtil.DegreesToRadians(behavior._initialVelocity); 
                }
                else
                {
                    behavior2D.InitialVelocity = (float)AngleUtil.DegreesToRadians(initialVelocity); 
                }
                if (behavior._isDesiredDecelerationSet) 
                { 
                    behavior2D.DesiredDeceleration = (float)AngleUtil.DegreesToRadians(behavior._desiredDeceleration);
                } 
                if (behavior._isDesiredRotationSet)
                {
                    behavior2D.DesiredRotation = (float)AngleUtil.DegreesToRadians(behavior._desiredRotation);
                } 

                processor.RotationBehavior = behavior2D; 
            } 
        }
 
        private bool _isInitialVelocitySet;
        private double _initialVelocity = double.NaN;
        private bool _isDesiredDecelerationSet;
        private double _desiredDeceleration = double.NaN; 
        private bool _isDesiredRotationSet;
        private double _desiredRotation = double.NaN; 
    } 
}

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

                        

Link Menu

Network programming in C#, Network Programming in VB.NET, Network Programming in .NET
This book is available now!
Buy at Amazon US or
Buy at Amazon UK