Code:
/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / System / Windows / Media / Animation / Generated / Vector3DAnimation.cs / 1 / Vector3DAnimation.cs
//----------------------------------------------------------------------------
//
//
// Copyright (C) Microsoft Corporation. All rights reserved.
//
//
// This file was generated, please do not edit it directly.
//
// Please see http://wiki/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 Vector3D 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 Vector3DAnimation :
Vector3DAnimationBase
{
#region Data
///
/// This is used if the user has specified From, To, and/or By values.
///
private Vector3D[] _keyValues;
private AnimationType _animationType;
private bool _isAnimationFunctionValid;
#endregion
#region Constructors
///
/// Static ctor for Vector3DAnimation establishes
/// dependency properties, using as much shared data as possible.
///
static Vector3DAnimation()
{
Type typeofProp = typeof(Vector3D?);
Type typeofThis = typeof(Vector3DAnimation);
PropertyChangedCallback propCallback = new PropertyChangedCallback(AnimationFunction_Changed);
ValidateValueCallback validateCallback = new ValidateValueCallback(ValidateFromToOrByValue);
FromProperty = DependencyProperty.Register(
"From",
typeofProp,
typeofThis,
new PropertyMetadata((Vector3D?)null, propCallback),
validateCallback);
ToProperty = DependencyProperty.Register(
"To",
typeofProp,
typeofThis,
new PropertyMetadata((Vector3D?)null, propCallback),
validateCallback);
ByProperty = DependencyProperty.Register(
"By",
typeofProp,
typeofThis,
new PropertyMetadata((Vector3D?)null, propCallback),
validateCallback);
}
///
/// Creates a new Vector3DAnimation with all properties set to
/// their default values.
///
public Vector3DAnimation()
: base()
{
}
///
/// Creates a new Vector3DAnimation that will animate a
/// Vector3D property from its base value to the value specified
/// by the "toValue" parameter of this constructor.
///
public Vector3DAnimation(Vector3D toValue, Duration duration)
: this()
{
To = toValue;
Duration = duration;
}
///
/// Creates a new Vector3DAnimation that will animate a
/// Vector3D property from its base value to the value specified
/// by the "toValue" parameter of this constructor.
///
public Vector3DAnimation(Vector3D toValue, Duration duration, FillBehavior fillBehavior)
: this()
{
To = toValue;
Duration = duration;
FillBehavior = fillBehavior;
}
///
/// Creates a new Vector3DAnimation that will animate a
/// Vector3D property from the "fromValue" parameter of this constructor
/// to the "toValue" parameter.
///
public Vector3DAnimation(Vector3D fromValue, Vector3D toValue, Duration duration)
: this()
{
From = fromValue;
To = toValue;
Duration = duration;
}
///
/// Creates a new Vector3DAnimation that will animate a
/// Vector3D property from the "fromValue" parameter of this constructor
/// to the "toValue" parameter.
///
public Vector3DAnimation(Vector3D fromValue, Vector3D toValue, Duration duration, FillBehavior fillBehavior)
: this()
{
From = fromValue;
To = toValue;
Duration = duration;
FillBehavior = fillBehavior;
}
#endregion
#region Freezable
///
/// Creates a copy of this Vector3DAnimation
///
/// The copy
public new Vector3DAnimation Clone()
{
return (Vector3DAnimation)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 Vector3DAnimation();
}
#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 Vector3D GetCurrentValueCore(Vector3D defaultOriginValue, Vector3D defaultDestinationValue, AnimationClock animationClock)
{
Debug.Assert(animationClock.CurrentState != ClockState.Stopped);
if (!_isAnimationFunctionValid)
{
ValidateAnimationFunction();
}
double progress = animationClock.CurrentProgress.Value;
Vector3D from = new Vector3D();
Vector3D to = new Vector3D();
Vector3D accumulated = new Vector3D();
Vector3D foundation = new Vector3D();
// 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.AddVector3D(_keyValues[0], _keyValues[1]);
if (IsAdditive)
{
foundation = defaultOriginValue;
validateOrigin = true;
}
break;
default:
Debug.Fail("Unknown animation type.");
break;
}
if (validateOrigin
&& !AnimatedTypeHelpers.IsValidAnimationValueVector3D(defaultOriginValue))
{
throw new InvalidOperationException(
SR.Get(
SRID.Animation_Invalid_DefaultValue,
this.GetType(),
"origin",
defaultOriginValue.ToString(CultureInfo.InvariantCulture)));
}
if (validateDestination
&& !AnimatedTypeHelpers.IsValidAnimationValueVector3D(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)
{
Vector3D accumulator = AnimatedTypeHelpers.SubtractVector3D(to, from);
accumulated = AnimatedTypeHelpers.ScaleVector3D(accumulator, currentRepeat);
}
}
// return foundation + accumulated + from + ((to - from) * progress)
return AnimatedTypeHelpers.AddVector3D(
foundation,
AnimatedTypeHelpers.AddVector3D(
accumulated,
AnimatedTypeHelpers.InterpolateVector3D(from, to, progress)));
}
private void ValidateAnimationFunction()
{
_animationType = AnimationType.Automatic;
_keyValues = null;
if (From.HasValue)
{
if (To.HasValue)
{
_animationType = AnimationType.FromTo;
_keyValues = new Vector3D[2];
_keyValues[0] = From.Value;
_keyValues[1] = To.Value;
}
else if (By.HasValue)
{
_animationType = AnimationType.FromBy;
_keyValues = new Vector3D[2];
_keyValues[0] = From.Value;
_keyValues[1] = By.Value;
}
else
{
_animationType = AnimationType.From;
_keyValues = new Vector3D[1];
_keyValues[0] = From.Value;
}
}
else if (To.HasValue)
{
_animationType = AnimationType.To;
_keyValues = new Vector3D[1];
_keyValues[0] = To.Value;
}
else if (By.HasValue)
{
_animationType = AnimationType.By;
_keyValues = new Vector3D[1];
_keyValues[0] = By.Value;
}
_isAnimationFunctionValid = true;
}
#endregion
#region Properties
private static void AnimationFunction_Changed(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
Vector3DAnimation a = (Vector3DAnimation)d;
a._isAnimationFunctionValid = false;
a.PropertyChanged(e.Property);
}
private static bool ValidateFromToOrByValue(object value)
{
Vector3D? typedValue = (Vector3D?)value;
if (typedValue.HasValue)
{
return AnimatedTypeHelpers.IsValidAnimationValueVector3D(typedValue.Value);
}
else
{
return true;
}
}
///
/// FromProperty
///
public static readonly DependencyProperty FromProperty;
///
/// From
///
public Vector3D? From
{
get
{
return (Vector3D?)GetValue(FromProperty);
}
set
{
SetValueInternal(FromProperty, value);
}
}
///
/// ToProperty
///
public static readonly DependencyProperty ToProperty;
///
/// To
///
public Vector3D? To
{
get
{
return (Vector3D?)GetValue(ToProperty);
}
set
{
SetValueInternal(ToProperty, value);
}
}
///
/// ByProperty
///
public static readonly DependencyProperty ByProperty;
///
/// By
///
public Vector3D? By
{
get
{
return (Vector3D?)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.
//----------------------------------------------------------------------------
//
//
// Copyright (C) Microsoft Corporation. All rights reserved.
//
//
// This file was generated, please do not edit it directly.
//
// Please see http://wiki/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 Vector3D 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 Vector3DAnimation :
Vector3DAnimationBase
{
#region Data
///
/// This is used if the user has specified From, To, and/or By values.
///
private Vector3D[] _keyValues;
private AnimationType _animationType;
private bool _isAnimationFunctionValid;
#endregion
#region Constructors
///
/// Static ctor for Vector3DAnimation establishes
/// dependency properties, using as much shared data as possible.
///
static Vector3DAnimation()
{
Type typeofProp = typeof(Vector3D?);
Type typeofThis = typeof(Vector3DAnimation);
PropertyChangedCallback propCallback = new PropertyChangedCallback(AnimationFunction_Changed);
ValidateValueCallback validateCallback = new ValidateValueCallback(ValidateFromToOrByValue);
FromProperty = DependencyProperty.Register(
"From",
typeofProp,
typeofThis,
new PropertyMetadata((Vector3D?)null, propCallback),
validateCallback);
ToProperty = DependencyProperty.Register(
"To",
typeofProp,
typeofThis,
new PropertyMetadata((Vector3D?)null, propCallback),
validateCallback);
ByProperty = DependencyProperty.Register(
"By",
typeofProp,
typeofThis,
new PropertyMetadata((Vector3D?)null, propCallback),
validateCallback);
}
///
/// Creates a new Vector3DAnimation with all properties set to
/// their default values.
///
public Vector3DAnimation()
: base()
{
}
///
/// Creates a new Vector3DAnimation that will animate a
/// Vector3D property from its base value to the value specified
/// by the "toValue" parameter of this constructor.
///
public Vector3DAnimation(Vector3D toValue, Duration duration)
: this()
{
To = toValue;
Duration = duration;
}
///
/// Creates a new Vector3DAnimation that will animate a
/// Vector3D property from its base value to the value specified
/// by the "toValue" parameter of this constructor.
///
public Vector3DAnimation(Vector3D toValue, Duration duration, FillBehavior fillBehavior)
: this()
{
To = toValue;
Duration = duration;
FillBehavior = fillBehavior;
}
///
/// Creates a new Vector3DAnimation that will animate a
/// Vector3D property from the "fromValue" parameter of this constructor
/// to the "toValue" parameter.
///
public Vector3DAnimation(Vector3D fromValue, Vector3D toValue, Duration duration)
: this()
{
From = fromValue;
To = toValue;
Duration = duration;
}
///
/// Creates a new Vector3DAnimation that will animate a
/// Vector3D property from the "fromValue" parameter of this constructor
/// to the "toValue" parameter.
///
public Vector3DAnimation(Vector3D fromValue, Vector3D toValue, Duration duration, FillBehavior fillBehavior)
: this()
{
From = fromValue;
To = toValue;
Duration = duration;
FillBehavior = fillBehavior;
}
#endregion
#region Freezable
///
/// Creates a copy of this Vector3DAnimation
///
/// The copy
public new Vector3DAnimation Clone()
{
return (Vector3DAnimation)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 Vector3DAnimation();
}
#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 Vector3D GetCurrentValueCore(Vector3D defaultOriginValue, Vector3D defaultDestinationValue, AnimationClock animationClock)
{
Debug.Assert(animationClock.CurrentState != ClockState.Stopped);
if (!_isAnimationFunctionValid)
{
ValidateAnimationFunction();
}
double progress = animationClock.CurrentProgress.Value;
Vector3D from = new Vector3D();
Vector3D to = new Vector3D();
Vector3D accumulated = new Vector3D();
Vector3D foundation = new Vector3D();
// 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.AddVector3D(_keyValues[0], _keyValues[1]);
if (IsAdditive)
{
foundation = defaultOriginValue;
validateOrigin = true;
}
break;
default:
Debug.Fail("Unknown animation type.");
break;
}
if (validateOrigin
&& !AnimatedTypeHelpers.IsValidAnimationValueVector3D(defaultOriginValue))
{
throw new InvalidOperationException(
SR.Get(
SRID.Animation_Invalid_DefaultValue,
this.GetType(),
"origin",
defaultOriginValue.ToString(CultureInfo.InvariantCulture)));
}
if (validateDestination
&& !AnimatedTypeHelpers.IsValidAnimationValueVector3D(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)
{
Vector3D accumulator = AnimatedTypeHelpers.SubtractVector3D(to, from);
accumulated = AnimatedTypeHelpers.ScaleVector3D(accumulator, currentRepeat);
}
}
// return foundation + accumulated + from + ((to - from) * progress)
return AnimatedTypeHelpers.AddVector3D(
foundation,
AnimatedTypeHelpers.AddVector3D(
accumulated,
AnimatedTypeHelpers.InterpolateVector3D(from, to, progress)));
}
private void ValidateAnimationFunction()
{
_animationType = AnimationType.Automatic;
_keyValues = null;
if (From.HasValue)
{
if (To.HasValue)
{
_animationType = AnimationType.FromTo;
_keyValues = new Vector3D[2];
_keyValues[0] = From.Value;
_keyValues[1] = To.Value;
}
else if (By.HasValue)
{
_animationType = AnimationType.FromBy;
_keyValues = new Vector3D[2];
_keyValues[0] = From.Value;
_keyValues[1] = By.Value;
}
else
{
_animationType = AnimationType.From;
_keyValues = new Vector3D[1];
_keyValues[0] = From.Value;
}
}
else if (To.HasValue)
{
_animationType = AnimationType.To;
_keyValues = new Vector3D[1];
_keyValues[0] = To.Value;
}
else if (By.HasValue)
{
_animationType = AnimationType.By;
_keyValues = new Vector3D[1];
_keyValues[0] = By.Value;
}
_isAnimationFunctionValid = true;
}
#endregion
#region Properties
private static void AnimationFunction_Changed(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
Vector3DAnimation a = (Vector3DAnimation)d;
a._isAnimationFunctionValid = false;
a.PropertyChanged(e.Property);
}
private static bool ValidateFromToOrByValue(object value)
{
Vector3D? typedValue = (Vector3D?)value;
if (typedValue.HasValue)
{
return AnimatedTypeHelpers.IsValidAnimationValueVector3D(typedValue.Value);
}
else
{
return true;
}
}
///
/// FromProperty
///
public static readonly DependencyProperty FromProperty;
///
/// From
///
public Vector3D? From
{
get
{
return (Vector3D?)GetValue(FromProperty);
}
set
{
SetValueInternal(FromProperty, value);
}
}
///
/// ToProperty
///
public static readonly DependencyProperty ToProperty;
///
/// To
///
public Vector3D? To
{
get
{
return (Vector3D?)GetValue(ToProperty);
}
set
{
SetValueInternal(ToProperty, value);
}
}
///
/// ByProperty
///
public static readonly DependencyProperty ByProperty;
///
/// By
///
public Vector3D? By
{
get
{
return (Vector3D?)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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- ResourceProperty.cs
- Misc.cs
- SmiTypedGetterSetter.cs
- SoapServerProtocol.cs
- ProtectedConfigurationSection.cs
- XmlWriterTraceListener.cs
- SafeNativeMethods.cs
- IssuanceLicense.cs
- OleDbParameter.cs
- PtsContext.cs