5 writes to _currentClockState
PresentationCore (5)
System\Windows\Media\Animation\Clock.cs (5)
129_currentClockState = ClockState.Stopped; 1181_currentClockState = ClockState.Stopped; 1300_currentClockState = value; 2304_currentClockState = ClockState.Active; 3735_currentClockState = ClockState.Filling;
31 references to _currentClockState
PresentationCore (31)
System\Windows\Media\Animation\Clock.cs (31)
265return _currentClockState; 717ClockState lastClockState = _currentClockState; 728if (lastClockState != _currentClockState) 1123if (_currentClockState == ClockState.Stopped) // If our state changed to stopped 1295return _currentClockState; 1955Debug.Assert(_parent._currentClockState != ClockState.Stopped); 1956Debug.Assert(_currentClockState != ClockState.Stopped); 1976Debug.Assert(_currentClockState != ClockState.Active); 2056if (_currentClockState == ClockState.Filling && repeatBehavior.HasCount && !_currentIterationBeginTime.HasValue) 2113&& (_currentClockState == ClockState.Filling || _parent.IsBackwardsProgressingGlobal)) 2154if (_currentClockState == ClockState.Active && parentSpeed != 0 && !NeedsTicksWhenActive) 2185Debug.Assert(_currentClockState == ClockState.Active 2186|| (_currentClockState == ClockState.Filling 2233if (_currentClockState == ClockState.Filling && expirationTime.HasValue && _currentIterationBeginTime >= expirationTime) 2270Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2308if (parentSpeed != 0 && _currentClockState == ClockState.Active && NeedsTicksWhenActive) 2322Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2323Debug.Assert(_currentClockState == ClockState.Active); // Must be active at this point 2352Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2353Debug.Assert(_currentClockState != ClockState.Stopped); 2390if (_currentClockState == ClockState.Active 2391&& _parent._currentClockState == ClockState.Active) 2414if (_currentClockState == ClockState.Active 2415&& _parent._currentClockState == ClockState.Active) 2436return (_currentClockState != ClockState.Active); // Proceed to calculate global speed if we are active 2726if (current._currentClockState != ClockState.Stopped) 2745Debug.Assert(_currentClockState == ClockState.Stopped); 2794if (_currentClockState != ClockState.Filling) 3015Debug.Assert(_parent._currentClockState != ClockState.Stopped); 3140if (_parent._currentClockState != ClockState.Stopped) // We have a parent that is active or filling 3148if (_currentClockState != ClockState.Stopped)