5 writes to _currentClockState
PresentationCore (5)
System\Windows\Media\Animation\Clock.cs (5)
115_currentClockState = ClockState.Stopped; 1167_currentClockState = ClockState.Stopped; 1283_currentClockState = value; 2286_currentClockState = ClockState.Active; 3711_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 1278return _currentClockState; 1938Debug.Assert(_parent._currentClockState != ClockState.Stopped); 1939Debug.Assert(_currentClockState != ClockState.Stopped); 1958Debug.Assert(_currentClockState != ClockState.Active); 2038if (_currentClockState == ClockState.Filling && repeatBehavior.HasCount && !_currentIterationBeginTime.HasValue) 2095&& (_currentClockState == ClockState.Filling || _parent.IsBackwardsProgressingGlobal)) 2136if (_currentClockState == ClockState.Active && parentSpeed != 0 && !NeedsTicksWhenActive) 2167Debug.Assert(_currentClockState == ClockState.Active 2168|| (_currentClockState == ClockState.Filling 2215if (_currentClockState == ClockState.Filling && expirationTime.HasValue && _currentIterationBeginTime >= expirationTime) 2252Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2290if (parentSpeed != 0 && _currentClockState == ClockState.Active && NeedsTicksWhenActive) 2304Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2305Debug.Assert(_currentClockState == ClockState.Active); // Must be active at this point 2334Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2335Debug.Assert(_currentClockState != ClockState.Stopped); 2372if (_currentClockState == ClockState.Active 2373&& _parent._currentClockState == ClockState.Active) 2396if (_currentClockState == ClockState.Active 2397&& _parent._currentClockState == ClockState.Active) 2418return (_currentClockState != ClockState.Active); // Proceed to calculate global speed if we are active 2708if (current._currentClockState != ClockState.Stopped) 2727Debug.Assert(_currentClockState == ClockState.Stopped); 2776if (_currentClockState != ClockState.Filling) 2994Debug.Assert(_parent._currentClockState != ClockState.Stopped); 3119if (_parent._currentClockState != ClockState.Stopped) // We have a parent that is active or filling 3127if (_currentClockState != ClockState.Stopped)