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