5 writes to _currentClockState
PresentationCore (5)
System\Windows\Media\Animation\Clock.cs (5)
115_currentClockState = ClockState.Stopped; 1167_currentClockState = ClockState.Stopped; 1286_currentClockState = value; 2289_currentClockState = ClockState.Active; 3717_currentClockState = ClockState.Filling;
31 references to _currentClockState
PresentationCore (31)
System\Windows\Media\Animation\Clock.cs (31)
251return _currentClockState; 703ClockState lastClockState = _currentClockState; 714if (lastClockState != _currentClockState) 1109if (_currentClockState == ClockState.Stopped) // If our state changed to stopped 1281return _currentClockState; 1941Debug.Assert(_parent._currentClockState != ClockState.Stopped); 1942Debug.Assert(_currentClockState != ClockState.Stopped); 1961Debug.Assert(_currentClockState != ClockState.Active); 2041if (_currentClockState == ClockState.Filling && repeatBehavior.HasCount && !_currentIterationBeginTime.HasValue) 2098&& (_currentClockState == ClockState.Filling || _parent.IsBackwardsProgressingGlobal)) 2139if (_currentClockState == ClockState.Active && parentSpeed != 0 && !NeedsTicksWhenActive) 2170Debug.Assert(_currentClockState == ClockState.Active 2171|| (_currentClockState == ClockState.Filling 2218if (_currentClockState == ClockState.Filling && expirationTime.HasValue && _currentIterationBeginTime >= expirationTime) 2255Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2293if (parentSpeed != 0 && _currentClockState == ClockState.Active && NeedsTicksWhenActive) 2307Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2308Debug.Assert(_currentClockState == ClockState.Active); // Must be active at this point 2337Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2338Debug.Assert(_currentClockState != ClockState.Stopped); 2375if (_currentClockState == ClockState.Active 2376&& _parent._currentClockState == ClockState.Active) 2399if (_currentClockState == ClockState.Active 2400&& _parent._currentClockState == ClockState.Active) 2421return (_currentClockState != ClockState.Active); // Proceed to calculate global speed if we are active 2711if (current._currentClockState != ClockState.Stopped) 2730Debug.Assert(_currentClockState == ClockState.Stopped); 2779if (_currentClockState != ClockState.Filling) 3000Debug.Assert(_parent._currentClockState != ClockState.Stopped); 3125if (_parent._currentClockState != ClockState.Stopped) // We have a parent that is active or filling 3133if (_currentClockState != ClockState.Stopped)