5 writes to _currentClockState
PresentationCore (5)
System\Windows\Media\Animation\Clock.cs (5)
115
_currentClockState
= ClockState.Stopped;
1167
_currentClockState
= ClockState.Stopped;
1283
_currentClockState
= value;
2286
_currentClockState
= ClockState.Active;
3711
_currentClockState
= ClockState.Filling;
31 references to _currentClockState
PresentationCore (31)
System\Windows\Media\Animation\Clock.cs (31)
251
return
_currentClockState
;
703
ClockState lastClockState =
_currentClockState
;
714
if (lastClockState !=
_currentClockState
)
1109
if (
_currentClockState
== ClockState.Stopped) // If our state changed to stopped
1278
return
_currentClockState
;
1938
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
1939
Debug.Assert(
_currentClockState
!= ClockState.Stopped);
1958
Debug.Assert(
_currentClockState
!= ClockState.Active);
2038
if (
_currentClockState
== ClockState.Filling && repeatBehavior.HasCount && !_currentIterationBeginTime.HasValue)
2095
&& (
_currentClockState
== ClockState.Filling || _parent.IsBackwardsProgressingGlobal))
2136
if (
_currentClockState
== ClockState.Active && parentSpeed != 0 && !NeedsTicksWhenActive)
2167
Debug.Assert(
_currentClockState
== ClockState.Active
2168
|| (
_currentClockState
== ClockState.Filling
2215
if (
_currentClockState
== ClockState.Filling && expirationTime.HasValue && _currentIterationBeginTime >= expirationTime)
2252
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
2290
if (parentSpeed != 0 &&
_currentClockState
== ClockState.Active && NeedsTicksWhenActive)
2304
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
2305
Debug.Assert(
_currentClockState
== ClockState.Active); // Must be active at this point
2334
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
2335
Debug.Assert(
_currentClockState
!= ClockState.Stopped);
2372
if (
_currentClockState
== ClockState.Active
2373
&& _parent.
_currentClockState
== ClockState.Active)
2396
if (
_currentClockState
== ClockState.Active
2397
&& _parent.
_currentClockState
== ClockState.Active)
2418
return (
_currentClockState
!= ClockState.Active); // Proceed to calculate global speed if we are active
2708
if (current.
_currentClockState
!= ClockState.Stopped)
2727
Debug.Assert(
_currentClockState
== ClockState.Stopped);
2776
if (
_currentClockState
!= ClockState.Filling)
2994
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
3119
if (_parent.
_currentClockState
!= ClockState.Stopped) // We have a parent that is active or filling
3127
if (
_currentClockState
!= ClockState.Stopped)