5 writes to _currentClockState
PresentationCore (5)
System\Windows\Media\Animation\Clock.cs (5)
116
_currentClockState
= ClockState.Stopped;
1168
_currentClockState
= ClockState.Stopped;
1287
_currentClockState
= value;
2291
_currentClockState
= ClockState.Active;
3722
_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);
1963
Debug.Assert(
_currentClockState
!= ClockState.Active);
2043
if (
_currentClockState
== ClockState.Filling && repeatBehavior.HasCount && !_currentIterationBeginTime.HasValue)
2100
&& (
_currentClockState
== ClockState.Filling || _parent.IsBackwardsProgressingGlobal))
2141
if (
_currentClockState
== ClockState.Active && parentSpeed != 0 && !NeedsTicksWhenActive)
2172
Debug.Assert(
_currentClockState
== ClockState.Active
2173
|| (
_currentClockState
== ClockState.Filling
2220
if (
_currentClockState
== ClockState.Filling && expirationTime.HasValue && _currentIterationBeginTime >= expirationTime)
2257
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
2295
if (parentSpeed != 0 &&
_currentClockState
== ClockState.Active && NeedsTicksWhenActive)
2309
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
2310
Debug.Assert(
_currentClockState
== ClockState.Active); // Must be active at this point
2339
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
2340
Debug.Assert(
_currentClockState
!= ClockState.Stopped);
2377
if (
_currentClockState
== ClockState.Active
2378
&& _parent.
_currentClockState
== ClockState.Active)
2401
if (
_currentClockState
== ClockState.Active
2402
&& _parent.
_currentClockState
== ClockState.Active)
2423
return (
_currentClockState
!= ClockState.Active); // Proceed to calculate global speed if we are active
2713
if (current.
_currentClockState
!= ClockState.Stopped)
2732
Debug.Assert(
_currentClockState
== ClockState.Stopped);
2781
if (
_currentClockState
!= ClockState.Filling)
3002
Debug.Assert(_parent.
_currentClockState
!= ClockState.Stopped);
3127
if (_parent.
_currentClockState
!= ClockState.Stopped) // We have a parent that is active or filling
3135
if (
_currentClockState
!= ClockState.Stopped)