5 writes to _currentClockState
PresentationCore (5)
System\Windows\Media\Animation\Clock.cs (5)
116
_currentClockState
= ClockState.Stopped;
1168
_currentClockState
= ClockState.Stopped;
1287
_currentClockState
= value;
2290
_currentClockState
= ClockState.Active;
3718
_currentClockState
= ClockState.Filling;
31 references to _currentClockState
PresentationCore (31)
System\Windows\Media\Animation\Clock.cs (31)
252
return
_currentClockState
;
704
ClockState lastClockState =
_currentClockState
;
715
if (lastClockState !=
_currentClockState
)
1110
if (
_currentClockState
== ClockState.Stopped) // If our state changed to stopped
1282
return
_currentClockState
;
1942
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
1943
Debug.Assert(
_currentClockState
!= ClockState.Stopped);
1962
Debug.Assert(
_currentClockState
!= ClockState.Active);
2042
if (
_currentClockState
== ClockState.Filling && repeatBehavior.HasCount && !_currentIterationBeginTime.HasValue)
2099
&& (
_currentClockState
== ClockState.Filling || _parent.IsBackwardsProgressingGlobal))
2140
if (
_currentClockState
== ClockState.Active && parentSpeed != 0 && !NeedsTicksWhenActive)
2171
Debug.Assert(
_currentClockState
== ClockState.Active
2172
|| (
_currentClockState
== ClockState.Filling
2219
if (
_currentClockState
== ClockState.Filling && expirationTime.HasValue && _currentIterationBeginTime >= expirationTime)
2256
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
2294
if (parentSpeed != 0 &&
_currentClockState
== ClockState.Active && NeedsTicksWhenActive)
2308
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
2309
Debug.Assert(
_currentClockState
== ClockState.Active); // Must be active at this point
2338
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
2339
Debug.Assert(
_currentClockState
!= ClockState.Stopped);
2376
if (
_currentClockState
== ClockState.Active
2377
&& _parent.
_currentClockState
== ClockState.Active)
2400
if (
_currentClockState
== ClockState.Active
2401
&& _parent.
_currentClockState
== ClockState.Active)
2422
return (
_currentClockState
!= ClockState.Active); // Proceed to calculate global speed if we are active
2712
if (current.
_currentClockState
!= ClockState.Stopped)
2731
Debug.Assert(
_currentClockState
== ClockState.Stopped);
2780
if (
_currentClockState
!= ClockState.Filling)
3001
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
3126
if (_parent.
_currentClockState
!= ClockState.Stopped) // We have a parent that is active or filling
3134
if (
_currentClockState
!= ClockState.Stopped)