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/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Core / System / Windows / Media / Animation / Generated / VectorAnimation.cs / 1 / VectorAnimation.cs
//---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // This file was generated, please do not edit it directly. // // Please see [....]/default.aspx/Microsoft.Projects.Avalon/MilCodeGen.html for more information. // //--------------------------------------------------------------------------- using MS.Internal; using MS.Internal.KnownBoxes; using MS.Utility; using System; using System.Collections; using System.ComponentModel; using System.Diagnostics; using System.Globalization; using System.Runtime.InteropServices; using System.Windows.Media; using System.Windows.Media.Media3D; using System.Windows.Media.Animation; using MS.Internal.PresentationCore; namespace System.Windows.Media.Animation { ////// Animates the value of a Vector property using linear interpolation /// between two values. The values are determined by the combination of /// From, To, or By values that are set on the animation. /// public partial class VectorAnimation : VectorAnimationBase { #region Data ////// This is used if the user has specified From, To, and/or By values. /// private Vector[] _keyValues; private AnimationType _animationType; private bool _isAnimationFunctionValid; #endregion #region Constructors ////// Creates a new VectorAnimation with all properties set to /// their default values. /// public VectorAnimation() : base() { } ////// Creates a new VectorAnimation that will animate a /// Vector property from its base value to the value specified /// by the "toValue" parameter of this constructor. /// public VectorAnimation(Vector toValue, Duration duration) : this() { To = toValue; Duration = duration; } ////// Creates a new VectorAnimation that will animate a /// Vector property from its base value to the value specified /// by the "toValue" parameter of this constructor. /// public VectorAnimation(Vector toValue, Duration duration, FillBehavior fillBehavior) : this() { To = toValue; Duration = duration; FillBehavior = fillBehavior; } ////// Creates a new VectorAnimation that will animate a /// Vector property from the "fromValue" parameter of this constructor /// to the "toValue" parameter. /// public VectorAnimation(Vector fromValue, Vector toValue, Duration duration) : this() { From = fromValue; To = toValue; Duration = duration; } ////// Creates a new VectorAnimation that will animate a /// Vector property from the "fromValue" parameter of this constructor /// to the "toValue" parameter. /// public VectorAnimation(Vector fromValue, Vector toValue, Duration duration, FillBehavior fillBehavior) : this() { From = fromValue; To = toValue; Duration = duration; FillBehavior = fillBehavior; } #endregion #region Freezable ////// Creates a copy of this VectorAnimation /// ///The copy public new VectorAnimation Clone() { return (VectorAnimation)base.Clone(); } // // Note that we don't override the Clone virtuals (CloneCore, CloneCurrentValueCore, // GetAsFrozenCore, and GetCurrentValueAsFrozenCore) even though this class has state // not stored in a DP. // // We don't need to clone _animationType and _keyValues because they are the the cached // results of animation function validation, which can be recomputed. The other remaining // field, isAnimationFunctionValid, defaults to false, which causes this recomputation to happen. // ////// Implementation of ///Freezable.CreateInstanceCore . ///The new Freezable. protected override Freezable CreateInstanceCore() { return new VectorAnimation(); } #endregion #region Methods ////// Calculates the value this animation believes should be the current value for the property. /// /// /// This value is the suggested origin value provided to the animation /// to be used if the animation does not have its own concept of a /// start value. If this animation is the first in a composition chain /// this value will be the snapshot value if one is available or the /// base property value if it is not; otherise this value will be the /// value returned by the previous animation in the chain with an /// animationClock that is not Stopped. /// /// /// This value is the suggested destination value provided to the animation /// to be used if the animation does not have its own concept of an /// end value. This value will be the base value if the animation is /// in the first composition layer of animations on a property; /// otherwise this value will be the output value from the previous /// composition layer of animations for the property. /// /// /// This is the animationClock which can generate the CurrentTime or /// CurrentProgress value to be used by the animation to generate its /// output value. /// ////// The value this animation believes should be the current value for the property. /// protected override Vector GetCurrentValueCore(Vector defaultOriginValue, Vector defaultDestinationValue, AnimationClock animationClock) { Debug.Assert(animationClock.CurrentState != ClockState.Stopped); if (!_isAnimationFunctionValid) { ValidateAnimationFunction(); } double progress = animationClock.CurrentProgress.Value; Vector from = new Vector(); Vector to = new Vector(); Vector accumulated = new Vector(); Vector foundation = new Vector(); // need to validate the default origin and destination values if // the animation uses them as the from, to, or foundation values bool validateOrigin = false; bool validateDestination = false; switch(_animationType) { case AnimationType.Automatic: from = defaultOriginValue; to = defaultDestinationValue; validateOrigin = true; validateDestination = true; break; case AnimationType.From: from = _keyValues[0]; to = defaultDestinationValue; validateDestination = true; break; case AnimationType.To: from = defaultOriginValue; to = _keyValues[0]; validateOrigin = true; break; case AnimationType.By: // According to the SMIL specification, a By animation is // always additive. But we don't force this so that a // user can re-use a By animation and have it replace the // animations that precede it in the list without having // to manually set the From value to the base value. to = _keyValues[0]; foundation = defaultOriginValue; validateOrigin = true; break; case AnimationType.FromTo: from = _keyValues[0]; to = _keyValues[1]; if (IsAdditive) { foundation = defaultOriginValue; validateOrigin = true; } break; case AnimationType.FromBy: from = _keyValues[0]; to = AnimatedTypeHelpers.AddVector(_keyValues[0], _keyValues[1]); if (IsAdditive) { foundation = defaultOriginValue; validateOrigin = true; } break; default: Debug.Fail("Unknown animation type."); break; } if (validateOrigin && !AnimatedTypeHelpers.IsValidAnimationValueVector(defaultOriginValue)) { throw new InvalidOperationException( SR.Get( SRID.Animation_Invalid_DefaultValue, this.GetType(), "origin", defaultOriginValue.ToString(CultureInfo.InvariantCulture))); } if (validateDestination && !AnimatedTypeHelpers.IsValidAnimationValueVector(defaultDestinationValue)) { throw new InvalidOperationException( SR.Get( SRID.Animation_Invalid_DefaultValue, this.GetType(), "destination", defaultDestinationValue.ToString(CultureInfo.InvariantCulture))); } if (IsCumulative) { double currentRepeat = (double)(animationClock.CurrentIteration - 1); if (currentRepeat > 0.0) { Vector accumulator = AnimatedTypeHelpers.SubtractVector(to, from); accumulated = AnimatedTypeHelpers.ScaleVector(accumulator, currentRepeat); } } // return foundation + accumulated + from + ((to - from) * progress) return AnimatedTypeHelpers.AddVector( foundation, AnimatedTypeHelpers.AddVector( accumulated, AnimatedTypeHelpers.InterpolateVector(from, to, progress))); } private void ValidateAnimationFunction() { _animationType = AnimationType.Automatic; _keyValues = null; if (From.HasValue) { if (To.HasValue) { _animationType = AnimationType.FromTo; _keyValues = new Vector[2]; _keyValues[0] = From.Value; _keyValues[1] = To.Value; } else if (By.HasValue) { _animationType = AnimationType.FromBy; _keyValues = new Vector[2]; _keyValues[0] = From.Value; _keyValues[1] = By.Value; } else { _animationType = AnimationType.From; _keyValues = new Vector[1]; _keyValues[0] = From.Value; } } else if (To.HasValue) { _animationType = AnimationType.To; _keyValues = new Vector[1]; _keyValues[0] = To.Value; } else if (By.HasValue) { _animationType = AnimationType.By; _keyValues = new Vector[1]; _keyValues[0] = By.Value; } _isAnimationFunctionValid = true; } #endregion #region Properties private static void AnimationFunction_Changed(DependencyObject d, DependencyPropertyChangedEventArgs e) { VectorAnimation a = (VectorAnimation)d; a._isAnimationFunctionValid = false; a.PropertyChanged(e.Property); } private static bool ValidateFromToOrByValue(object value) { Vector? typedValue = (Vector?)value; if (typedValue.HasValue) { return AnimatedTypeHelpers.IsValidAnimationValueVector(typedValue.Value); } else { return true; } } ////// FromProperty /// public static readonly DependencyProperty FromProperty = DependencyProperty.Register( "From", typeof(Vector?), typeof(VectorAnimation), new PropertyMetadata( (Vector?)null, new PropertyChangedCallback(AnimationFunction_Changed)), new ValidateValueCallback(ValidateFromToOrByValue)); ////// From /// public Vector? From { get { return (Vector?)GetValue(FromProperty); } set { SetValueInternal(FromProperty, value); } } ////// ToProperty /// public static readonly DependencyProperty ToProperty = DependencyProperty.Register( "To", typeof(Vector?), typeof(VectorAnimation), new PropertyMetadata( (Vector?)null, new PropertyChangedCallback(AnimationFunction_Changed)), new ValidateValueCallback(ValidateFromToOrByValue)); ////// To /// public Vector? To { get { return (Vector?)GetValue(ToProperty); } set { SetValueInternal(ToProperty, value); } } ////// ByProperty /// public static readonly DependencyProperty ByProperty = DependencyProperty.Register( "By", typeof(Vector?), typeof(VectorAnimation), new PropertyMetadata( (Vector?)null, new PropertyChangedCallback(AnimationFunction_Changed)), new ValidateValueCallback(ValidateFromToOrByValue)); ////// By /// public Vector? By { get { return (Vector?)GetValue(ByProperty); } set { SetValueInternal(ByProperty, value); } } ////// If this property is set to true the animation will add its value to /// the base value instead of replacing it entirely. /// public bool IsAdditive { get { return (bool)GetValue(IsAdditiveProperty); } set { SetValueInternal(IsAdditiveProperty, BooleanBoxes.Box(value)); } } ////// It this property is set to true, the animation will accumulate its /// value over repeats. For instance if you have a From value of 0.0 and /// a To value of 1.0, the animation return values from 1.0 to 2.0 over /// the second reteat cycle, and 2.0 to 3.0 over the third, etc. /// public bool IsCumulative { get { return (bool)GetValue(IsCumulativeProperty); } set { SetValueInternal(IsCumulativeProperty, BooleanBoxes.Box(value)); } } #endregion } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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