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