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 CollectionCurrentStoryboards { 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 EventHandlerCurrentStateChanged; /// /// Raised when transition ends and new state storyboard begins. /// public event EventHandlerCurrentStateChanging; 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 CollectionCurrentStoryboards { 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 EventHandlerCurrentStateChanged; /// /// Raised when transition ends and new state storyboard begins. /// public event EventHandlerCurrentStateChanging; private Collection _currentStoryboards; private FreezableCollection _states; private FreezableCollection _transitions; } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. 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