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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
// This file was generated, please do not edit it directly.
// Please see MilCodeGen.html for more information.
using MS.Internal.KnownBoxes;
using System.Collections;
using System.ComponentModel;
using System.Windows.Markup;
using MS.Internal.PresentationCore;
namespace System.Windows.Media.Animation
{
/// <summary>
/// This class is used to animate a Vector property value along a set
/// of key frames.
/// </summary>
[ContentProperty("KeyFrames")]
public class VectorAnimationUsingKeyFrames : VectorAnimationBase, IKeyFrameAnimation, IAddChild
{
#region Data
private VectorKeyFrameCollection _keyFrames;
private ResolvedKeyFrameEntry[] _sortedResolvedKeyFrames;
private bool _areKeyTimesValid;
#endregion
#region Constructors
/// <Summary>
/// Creates a new KeyFrameVectorAnimation.
/// </Summary>
public VectorAnimationUsingKeyFrames()
: base()
{
_areKeyTimesValid = true;
}
#endregion
#region Freezable
/// <summary>
/// Creates a copy of this KeyFrameVectorAnimation.
/// </summary>
/// <returns>The copy</returns>
public new VectorAnimationUsingKeyFrames Clone()
{
return (VectorAnimationUsingKeyFrames)base.Clone();
}
/// <summary>
/// Returns a version of this class with all its base property values
/// set to the current animated values and removes the animations.
/// </summary>
/// <returns>
/// Since this class isn't animated, this method will always just return
/// this instance of the class.
/// </returns>
public new VectorAnimationUsingKeyFrames CloneCurrentValue()
{
return (VectorAnimationUsingKeyFrames)base.CloneCurrentValue();
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.FreezeCore">Freezable.FreezeCore</see>.
/// </summary>
protected override bool FreezeCore(bool isChecking)
{
bool canFreeze = base.FreezeCore(isChecking);
canFreeze &= Freezable.Freeze(_keyFrames, isChecking);
if (canFreeze & !_areKeyTimesValid)
{
ResolveKeyTimes();
}
return canFreeze;
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.OnChanged">Freezable.OnChanged</see>.
/// </summary>
protected override void OnChanged()
{
_areKeyTimesValid = false;
base.OnChanged();
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.CreateInstanceCore">Freezable.CreateInstanceCore</see>.
/// </summary>
/// <returns>The new Freezable.</returns>
protected override Freezable CreateInstanceCore()
{
return new VectorAnimationUsingKeyFrames();
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.CloneCore(System.Windows.Freezable)">Freezable.CloneCore</see>.
/// </summary>
protected override void CloneCore(Freezable sourceFreezable)
{
VectorAnimationUsingKeyFrames sourceAnimation = (VectorAnimationUsingKeyFrames) sourceFreezable;
base.CloneCore(sourceFreezable);
CopyCommon(sourceAnimation, /* isCurrentValueClone = */ false);
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.CloneCurrentValueCore(Freezable)">Freezable.CloneCurrentValueCore</see>.
/// </summary>
protected override void CloneCurrentValueCore(Freezable sourceFreezable)
{
VectorAnimationUsingKeyFrames sourceAnimation = (VectorAnimationUsingKeyFrames) sourceFreezable;
base.CloneCurrentValueCore(sourceFreezable);
CopyCommon(sourceAnimation, /* isCurrentValueClone = */ true);
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.GetAsFrozenCore(Freezable)">Freezable.GetAsFrozenCore</see>.
/// </summary>
protected override void GetAsFrozenCore(Freezable source)
{
VectorAnimationUsingKeyFrames sourceAnimation = (VectorAnimationUsingKeyFrames) source;
base.GetAsFrozenCore(source);
CopyCommon(sourceAnimation, /* isCurrentValueClone = */ false);
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.GetCurrentValueAsFrozenCore(Freezable)">Freezable.GetCurrentValueAsFrozenCore</see>.
/// </summary>
protected override void GetCurrentValueAsFrozenCore(Freezable source)
{
VectorAnimationUsingKeyFrames sourceAnimation = (VectorAnimationUsingKeyFrames) source;
base.GetCurrentValueAsFrozenCore(source);
CopyCommon(sourceAnimation, /* isCurrentValueClone = */ true);
}
/// <summary>
/// Helper used by the four Freezable clone methods to copy the resolved key times and
/// key frames. The Get*AsFrozenCore methods are implemented the same as the Clone*Core
/// methods; Get*AsFrozen at the top level will recursively Freeze so it's not done here.
/// </summary>
/// <param name="sourceAnimation"></param>
/// <param name="isCurrentValueClone"></param>
private void CopyCommon(VectorAnimationUsingKeyFrames sourceAnimation, bool isCurrentValueClone)
{
_areKeyTimesValid = sourceAnimation._areKeyTimesValid;
if ( _areKeyTimesValid
&& sourceAnimation._sortedResolvedKeyFrames != null)
{
// _sortedResolvedKeyFrames is an array of ResolvedKeyFrameEntry so the notion of CurrentValueClone doesn't apply
_sortedResolvedKeyFrames = (ResolvedKeyFrameEntry[])sourceAnimation._sortedResolvedKeyFrames.Clone();
}
if (sourceAnimation._keyFrames != null)
{
if (isCurrentValueClone)
{
_keyFrames = (VectorKeyFrameCollection)sourceAnimation._keyFrames.CloneCurrentValue();
}
else
{
_keyFrames = (VectorKeyFrameCollection)sourceAnimation._keyFrames.Clone();
}
OnFreezablePropertyChanged(null, _keyFrames);
}
}
#endregion // Freezable
#region IAddChild interface
/// <summary>
/// Adds a child object to this KeyFrameAnimation.
/// </summary>
/// <param name="child">
/// The child object to add.
/// </param>
/// <remarks>
/// A KeyFrameAnimation only accepts a KeyFrame of the proper type as
/// a child.
/// </remarks>
void IAddChild.AddChild(object child)
{
WritePreamble();
ArgumentNullException.ThrowIfNull(child);
AddChild(child);
WritePostscript();
}
/// <summary>
/// Implemented to allow KeyFrames to be direct children
/// of KeyFrameAnimations in markup.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Advanced)]
protected virtual void AddChild(object child)
{
VectorKeyFrame keyFrame = child as VectorKeyFrame;
if (keyFrame != null)
{
KeyFrames.Add(keyFrame);
}
else
{
throw new ArgumentException(SR.Animation_ChildMustBeKeyFrame, "child");
}
}
/// <summary>
/// Adds a text string as a child of this KeyFrameAnimation.
/// </summary>
/// <param name="childText">
/// The text to add.
/// </param>
/// <remarks>
/// A KeyFrameAnimation does not accept text as a child, so this method will
/// raise an InvalididOperationException unless a derived class has
/// overridden the behavior to add text.
/// </remarks>
/// <exception cref="ArgumentNullException">The childText parameter is
/// null.</exception>
void IAddChild.AddText(string childText)
{
ArgumentNullException.ThrowIfNull(childText);
AddText(childText);
}
/// <summary>
/// This method performs the core functionality of the AddText()
/// method on the IAddChild interface. For a KeyFrameAnimation this means
/// throwing and InvalidOperationException because it doesn't
/// support adding text.
/// </summary>
/// <remarks>
/// This method is the only core implementation. It does not call
/// WritePreamble() or WritePostscript(). It also doesn't throw an
/// ArgumentNullException if the childText parameter is null. These tasks
/// are performed by the interface implementation. Therefore, it's OK
/// for a derived class to override this method and call the base
/// class implementation only if they determine that it's the right
/// course of action. The derived class can rely on KeyFrameAnimation's
/// implementation of IAddChild.AddChild or implement their own
/// following the Freezable pattern since that would be a public
/// method.
/// </remarks>
/// <param name="childText">A string representing the child text that
/// should be added. If this is a KeyFrameAnimation an exception will be
/// thrown.</param>
/// <exception cref="InvalidOperationException">Timelines have no way
/// of adding text.</exception>
[EditorBrowsable(EditorBrowsableState.Advanced)]
protected virtual void AddText(string childText)
{
throw new InvalidOperationException(SR.Animation_NoTextChildren);
}
#endregion
#region VectorAnimationBase
/// <summary>
/// Calculates the value this animation believes should be the current value for the property.
/// </summary>
/// <param name="defaultOriginValue">
/// This value is the suggested origin value provided to the animation
/// to be used if the animation does not have its own concept of a
/// start value. If this animation is the first in a composition chain
/// this value will be the snapshot value if one is available or the
/// base property value if it is not; otherise this value will be the
/// value returned by the previous animation in the chain with an
/// animationClock that is not Stopped.
/// </param>
/// <param name="defaultDestinationValue">
/// This value is the suggested destination value provided to the animation
/// to be used if the animation does not have its own concept of an
/// end value. This value will be the base value if the animation is
/// in the first composition layer of animations on a property;
/// otherwise this value will be the output value from the previous
/// composition layer of animations for the property.
/// </param>
/// <param name="animationClock">
/// This is the animationClock which can generate the CurrentTime or
/// CurrentProgress value to be used by the animation to generate its
/// output value.
/// </param>
/// <returns>
/// The value this animation believes should be the current value for the property.
/// </returns>
protected sealed override Vector GetCurrentValueCore(
Vector defaultOriginValue,
Vector defaultDestinationValue,
AnimationClock animationClock)
{
Debug.Assert(animationClock.CurrentState != ClockState.Stopped);
if (_keyFrames == null)
{
return defaultDestinationValue;
}
// We resolved our KeyTimes when we froze, but also got notified
// of the frozen state and therefore invalidated ourselves.
if (!_areKeyTimesValid)
{
ResolveKeyTimes();
}
if (_sortedResolvedKeyFrames == null)
{
return defaultDestinationValue;
}
TimeSpan currentTime = animationClock.CurrentTime.Value;
Int32 keyFrameCount = _sortedResolvedKeyFrames.Length;
Int32 maxKeyFrameIndex = keyFrameCount - 1;
Vector currentIterationValue;
Debug.Assert(maxKeyFrameIndex >= 0, "maxKeyFrameIndex is less than zero which means we don't actually have any key frames.");
Int32 currentResolvedKeyFrameIndex = 0;
// Skip all the key frames with key times lower than the current time.
// currentResolvedKeyFrameIndex will be greater than maxKeyFrameIndex
// if we are past the last key frame.
while ( currentResolvedKeyFrameIndex < keyFrameCount
&& currentTime > _sortedResolvedKeyFrames[currentResolvedKeyFrameIndex]._resolvedKeyTime)
{
currentResolvedKeyFrameIndex++;
}
// If there are multiple key frames at the same key time, be sure to go to the last one.
while ( currentResolvedKeyFrameIndex < maxKeyFrameIndex
&& currentTime == _sortedResolvedKeyFrames[currentResolvedKeyFrameIndex + 1]._resolvedKeyTime)
{
currentResolvedKeyFrameIndex++;
}
if (currentResolvedKeyFrameIndex == keyFrameCount)
{
// Past the last key frame.
currentIterationValue = GetResolvedKeyFrameValue(maxKeyFrameIndex);
}
else if (currentTime == _sortedResolvedKeyFrames[currentResolvedKeyFrameIndex]._resolvedKeyTime)
{
// Exactly on a key frame.
currentIterationValue = GetResolvedKeyFrameValue(currentResolvedKeyFrameIndex);
}
else
{
// Between two key frames.
Double currentSegmentProgress = 0.0;
Vector fromValue;
if (currentResolvedKeyFrameIndex == 0)
{
// The current key frame is the first key frame so we have
// some special rules for determining the fromValue and an
// optimized method of calculating the currentSegmentProgress.
// If we're additive we want the base value to be a zero value
// so that if there isn't a key frame at time 0.0, we'll use
// the zero value for the time 0.0 value and then add that
// later to the base value.
if (IsAdditive)
{
fromValue = AnimatedTypeHelpers.GetZeroValueVector(defaultOriginValue);
}
else
{
fromValue = defaultOriginValue;
}
// Current segment time divided by the segment duration.
// Note: the reason this works is that we know that we're in
// the first segment, so we can assume:
//
// currentTime.TotalMilliseconds = current segment time
// _sortedResolvedKeyFrames[0]._resolvedKeyTime.TotalMilliseconds = current segment duration
currentSegmentProgress = currentTime.TotalMilliseconds
/ _sortedResolvedKeyFrames[0]._resolvedKeyTime.TotalMilliseconds;
}
else
{
Int32 previousResolvedKeyFrameIndex = currentResolvedKeyFrameIndex - 1;
TimeSpan previousResolvedKeyTime = _sortedResolvedKeyFrames[previousResolvedKeyFrameIndex]._resolvedKeyTime;
fromValue = GetResolvedKeyFrameValue(previousResolvedKeyFrameIndex);
TimeSpan segmentCurrentTime = currentTime - previousResolvedKeyTime;
TimeSpan segmentDuration = _sortedResolvedKeyFrames[currentResolvedKeyFrameIndex]._resolvedKeyTime - previousResolvedKeyTime;
currentSegmentProgress = segmentCurrentTime.TotalMilliseconds
/ segmentDuration.TotalMilliseconds;
}
currentIterationValue = GetResolvedKeyFrame(currentResolvedKeyFrameIndex).InterpolateValue(fromValue, currentSegmentProgress);
}
// If we're cumulative, we need to multiply the final key frame
// value by the current repeat count and add this to the return
// value.
if (IsCumulative)
{
Double currentRepeat = (Double)(animationClock.CurrentIteration - 1);
if (currentRepeat > 0.0)
{
currentIterationValue = AnimatedTypeHelpers.AddVector(
currentIterationValue,
AnimatedTypeHelpers.ScaleVector(GetResolvedKeyFrameValue(maxKeyFrameIndex), currentRepeat));
}
}
// If we're additive we need to add the base value to the return value.
if (IsAdditive)
{
return AnimatedTypeHelpers.AddVector(defaultOriginValue, currentIterationValue);
}
return currentIterationValue;
}
/// <summary>
/// Provide a custom natural Duration when the Duration property is set to Automatic.
/// </summary>
/// <param name="clock">
/// The Clock whose natural duration is desired.
/// </param>
/// <returns>
/// If the last KeyFrame of this animation is a KeyTime, then this will
/// be used as the NaturalDuration; otherwise it will be one second.
/// </returns>
protected override sealed Duration GetNaturalDurationCore(Clock clock)
{
return new Duration(LargestTimeSpanKeyTime);
}
#endregion
#region IKeyFrameAnimation
/// <summary>
/// Returns the VectorKeyFrameCollection used by this KeyFrameVectorAnimation.
/// </summary>
IList IKeyFrameAnimation.KeyFrames
{
get
{
return KeyFrames;
}
set
{
KeyFrames = (VectorKeyFrameCollection)value;
}
}
/// <summary>
/// Returns the VectorKeyFrameCollection used by this KeyFrameVectorAnimation.
/// </summary>
public VectorKeyFrameCollection KeyFrames
{
get
{
ReadPreamble();
// The reason we don't just set _keyFrames to the empty collection
// in the first place is that null tells us that the user has not
// asked for the collection yet. The first time they ask for the
// collection and we're unfrozen, policy dictates that we give
// them a new unfrozen collection. All subsequent times they will
// get whatever collection is present, whether frozen or unfrozen.
if (_keyFrames == null)
{
if (this.IsFrozen)
{
_keyFrames = VectorKeyFrameCollection.Empty;
}
else
{
WritePreamble();
_keyFrames = new VectorKeyFrameCollection();
OnFreezablePropertyChanged(null, _keyFrames);
WritePostscript();
}
}
return _keyFrames;
}
set
{
ArgumentNullException.ThrowIfNull(value);
WritePreamble();
if (value != _keyFrames)
{
OnFreezablePropertyChanged(_keyFrames, value);
_keyFrames = value;
WritePostscript();
}
}
}
/// <summary>
/// Returns true if we should serialize the KeyFrames, property for this Animation.
/// </summary>
/// <returns>True if we should serialize the KeyFrames property for this Animation; otherwise false.</returns>
[EditorBrowsable(EditorBrowsableState.Never)]
public bool ShouldSerializeKeyFrames()
{
ReadPreamble();
return _keyFrames != null
&& _keyFrames.Count > 0;
}
#endregion
#region Public Properties
/// <summary>
/// If this property is set to true, this animation will add its value
/// to the base value or the value of the previous animation in the
/// composition chain. Another way of saying this is that the units
/// specified in the animation are relative to the base value rather
/// than absolute units.
/// </summary>
/// <remarks>
/// In the case where the first key frame's resolved key time is not
/// 0.0 there is slightly different behavior between KeyFrameVectorAnimations
/// with IsAdditive set and without. Animations with the property set to false
/// will behave as if there is a key frame at time 0.0 with the value of the
/// base value. Animations with the property set to true will behave as if
/// there is a key frame at time 0.0 with a zero value appropriate to the type
/// of the animation. These behaviors provide the results most commonly expected
/// and can be overridden by simply adding a key frame at time 0.0 with the preferred value.
/// </remarks>
public bool IsAdditive
{
get
{
return (bool)GetValue(IsAdditiveProperty);
}
set
{
SetValueInternal(IsAdditiveProperty, BooleanBoxes.Box(value));
}
}
/// <summary>
/// If this property is set to true, the value of this animation will
/// accumulate over repeat cycles. For example, if this is a point
/// animation and your key frames describe something approximating and
/// arc, setting this property to true will result in an animation that
/// would appear to bounce the point across the screen.
/// </summary>
/// <remarks>
/// This property works along with the IsAdditive property. Setting
/// this value to true has no effect unless IsAdditive is also set
/// to true.
/// </remarks>
public bool IsCumulative
{
get
{
return (bool)GetValue(IsCumulativeProperty);
}
set
{
SetValueInternal(IsCumulativeProperty, BooleanBoxes.Box(value));
}
}
#endregion
#region Private Methods
private struct KeyTimeBlock
{
public int BeginIndex;
public int EndIndex;
}
private Vector GetResolvedKeyFrameValue(Int32 resolvedKeyFrameIndex)
{
Debug.Assert(_areKeyTimesValid, "The key frames must be resolved and sorted before calling GetResolvedKeyFrameValue");
return GetResolvedKeyFrame(resolvedKeyFrameIndex).Value;
}
private VectorKeyFrame GetResolvedKeyFrame(Int32 resolvedKeyFrameIndex)
{
Debug.Assert(_areKeyTimesValid, "The key frames must be resolved and sorted before calling GetResolvedKeyFrame");
return _keyFrames[_sortedResolvedKeyFrames[resolvedKeyFrameIndex]._originalKeyFrameIndex];
}
/// <summary>
/// Returns the largest time span specified key time from all of the key frames.
/// If there are not time span key times a time span of one second is returned
/// to match the default natural duration of the From/To/By animations.
/// </summary>
private TimeSpan LargestTimeSpanKeyTime
{
get
{
bool hasTimeSpanKeyTime = false;
TimeSpan largestTimeSpanKeyTime = TimeSpan.Zero;
if (_keyFrames != null)
{
Int32 keyFrameCount = _keyFrames.Count;
for (int index = 0; index < keyFrameCount; index++)
{
KeyTime keyTime = _keyFrames[index].KeyTime;
if (keyTime.Type == KeyTimeType.TimeSpan)
{
hasTimeSpanKeyTime = true;
if (keyTime.TimeSpan > largestTimeSpanKeyTime)
{
largestTimeSpanKeyTime = keyTime.TimeSpan;
}
}
}
}
if (hasTimeSpanKeyTime)
{
return largestTimeSpanKeyTime;
}
else
{
return TimeSpan.FromSeconds(1.0);
}
}
}
private void ResolveKeyTimes()
{
Debug.Assert(!_areKeyTimesValid, "KeyFrameVectorAnimaton.ResolveKeyTimes() shouldn't be called if the key times are already valid.");
int keyFrameCount = 0;
if (_keyFrames != null)
{
keyFrameCount = _keyFrames.Count;
}
if (keyFrameCount == 0)
{
_sortedResolvedKeyFrames = null;
_areKeyTimesValid = true;
return;
}
_sortedResolvedKeyFrames = new ResolvedKeyFrameEntry[keyFrameCount];
int index = 0;
// Initialize the _originalKeyFrameIndex.
for ( ; index < keyFrameCount; index++)
{
_sortedResolvedKeyFrames[index]._originalKeyFrameIndex = index;
}
// calculationDuration represents the time span we will use to resolve
// percent key times. This is defined as the value in the following
// precedence order:
// 1. The animation's duration, but only if it is a time span, not auto or forever.
// 2. The largest time span specified key time of all the key frames.
// 3. 1 second, to match the From/To/By animations.
TimeSpan calculationDuration = TimeSpan.Zero;
Duration duration = Duration;
if (duration.HasTimeSpan)
{
calculationDuration = duration.TimeSpan;
}
else
{
calculationDuration = LargestTimeSpanKeyTime;
}
int maxKeyFrameIndex = keyFrameCount - 1;
List<KeyTimeBlock> unspecifiedBlocks = new List<KeyTimeBlock>();
bool hasPacedKeyTimes = false;
//
// Pass 1: Resolve Percent and Time key times.
//
index = 0;
while (index < keyFrameCount)
{
KeyTime keyTime = _keyFrames[index].KeyTime;
switch (keyTime.Type)
{
case KeyTimeType.Percent:
_sortedResolvedKeyFrames[index]._resolvedKeyTime = TimeSpan.FromMilliseconds(
keyTime.Percent * calculationDuration.TotalMilliseconds);
index++;
break;
case KeyTimeType.TimeSpan:
_sortedResolvedKeyFrames[index]._resolvedKeyTime = keyTime.TimeSpan;
index++;
break;
case KeyTimeType.Paced:
case KeyTimeType.Uniform:
if (index == maxKeyFrameIndex)
{
// If the last key frame doesn't have a specific time
// associated with it its resolved key time will be
// set to the calculationDuration, which is the
// defined in the comments above where it is set.
// Reason: We only want extra time at the end of the
// key frames if the user specifically states that
// the last key frame ends before the animation ends.
_sortedResolvedKeyFrames[index]._resolvedKeyTime = calculationDuration;
index++;
}
else if ( index == 0
&& keyTime.Type == KeyTimeType.Paced)
{
// Note: It's important that this block come after
// the previous if block because of rule precendence.
// If the first key frame in a multi-frame key frame
// collection is paced, we set its resolved key time
// to 0.0 for performance reasons. If we didn't, the
// resolved key time list would be dependent on the
// base value which can change every animation frame
// in many cases.
_sortedResolvedKeyFrames[index]._resolvedKeyTime = TimeSpan.Zero;
index++;
}
else
{
if (keyTime.Type == KeyTimeType.Paced)
{
hasPacedKeyTimes = true;
}
KeyTimeBlock block = new KeyTimeBlock();
block.BeginIndex = index;
// NOTE: We don't want to go all the way up to the
// last frame because if it is Uniform or Paced its
// resolved key time will be set to the calculation
// duration using the logic above.
//
// This is why the logic is:
// ((++index) < maxKeyFrameIndex)
// instead of:
// ((++index) < keyFrameCount)
while ((++index) < maxKeyFrameIndex)
{
KeyTimeType type = _keyFrames[index].KeyTime.Type;
if ( type == KeyTimeType.Percent
|| type == KeyTimeType.TimeSpan)
{
break;
}
else if (type == KeyTimeType.Paced)
{
hasPacedKeyTimes = true;
}
}
Debug.Assert(index < keyFrameCount,
"The end index for a block of unspecified key frames is out of bounds.");
block.EndIndex = index;
unspecifiedBlocks.Add(block);
}
break;
}
}
//
// Pass 2: Resolve Uniform key times.
//
for (int j = 0; j < unspecifiedBlocks.Count; j++)
{
KeyTimeBlock block = unspecifiedBlocks[j];
TimeSpan blockBeginTime = TimeSpan.Zero;
if (block.BeginIndex > 0)
{
blockBeginTime = _sortedResolvedKeyFrames[block.BeginIndex - 1]._resolvedKeyTime;
}
// The number of segments is equal to the number of key
// frames we're working on plus 1. Think about the case
// where we're working on a single key frame. There's a
// segment before it and a segment after it.
//
// Time known Uniform Time known
// ^ ^ ^
// | | |
// | (segment 1) | (segment 2) |
Int64 segmentCount = (block.EndIndex - block.BeginIndex) + 1;
TimeSpan uniformTimeStep = TimeSpan.FromTicks((_sortedResolvedKeyFrames[block.EndIndex]._resolvedKeyTime - blockBeginTime).Ticks / segmentCount);
index = block.BeginIndex;
TimeSpan resolvedTime = blockBeginTime + uniformTimeStep;
while (index < block.EndIndex)
{
_sortedResolvedKeyFrames[index]._resolvedKeyTime = resolvedTime;
resolvedTime += uniformTimeStep;
index++;
}
}
//
// Pass 3: Resolve Paced key times.
//
if (hasPacedKeyTimes)
{
ResolvePacedKeyTimes();
}
//
// Sort resolved key frame entries.
//
Array.Sort(_sortedResolvedKeyFrames);
_areKeyTimesValid = true;
return;
}
/// <summary>
/// This should only be called from ResolveKeyTimes and only at the
/// appropriate time.
/// </summary>
private void ResolvePacedKeyTimes()
{
Debug.Assert(_keyFrames != null && _keyFrames.Count > 2,
"Caller must guard against calling this method when there are insufficient keyframes.");
// If the first key frame is paced its key time has already
// been resolved, so we start at index 1.
int index = 1;
int maxKeyFrameIndex = _sortedResolvedKeyFrames.Length - 1;
do
{
if (_keyFrames[index].KeyTime.Type == KeyTimeType.Paced)
{
//
// We've found a paced key frame so this is the
// beginning of a paced block.
//
// The first paced key frame in this block.
int firstPacedBlockKeyFrameIndex = index;
// List of segment lengths for this paced block.
List<Double> segmentLengths = new List<Double>();
// The resolved key time for the key frame before this
// block which we'll use as our starting point.
TimeSpan prePacedBlockKeyTime = _sortedResolvedKeyFrames[index - 1]._resolvedKeyTime;
// The total of the segment lengths of the paced key
// frames in this block.
Double totalLength = 0.0;
// The key value of the previous key frame which will be
// used to determine the segment length of this key frame.
Vector prevKeyValue = _keyFrames[index - 1].Value;
do
{
Vector currentKeyValue = _keyFrames[index].Value;
// Determine the segment length for this key frame and
// add to the total length.
totalLength += AnimatedTypeHelpers.GetSegmentLengthVector(prevKeyValue, currentKeyValue);
// Temporarily store the distance into the total length
// that this key frame represents in the resolved
// key times array to be converted to a resolved key
// time outside of this loop.
segmentLengths.Add(totalLength);
// Prepare for the next iteration.
prevKeyValue = currentKeyValue;
index++;
}
while ( index < maxKeyFrameIndex
&& _keyFrames[index].KeyTime.Type == KeyTimeType.Paced);
// index is currently set to the index of the key frame
// after the last paced key frame. This will always
// be a valid index because we limit ourselves with
// maxKeyFrameIndex.
// We need to add the distance between the last paced key
// frame and the next key frame to get the total distance
// inside the key frame block.
totalLength += AnimatedTypeHelpers.GetSegmentLengthVector(prevKeyValue, _keyFrames[index].Value);
// Calculate the time available in the resolved key time space.
TimeSpan pacedBlockDuration = _sortedResolvedKeyFrames[index]._resolvedKeyTime - prePacedBlockKeyTime;
// Convert lengths in segmentLengths list to resolved
// key times for the paced key frames in this block.
for (int i = 0, currentKeyFrameIndex = firstPacedBlockKeyFrameIndex; i < segmentLengths.Count; i++, currentKeyFrameIndex++)
{
// The resolved key time for each key frame is:
//
// The key time of the key frame before this paced block
// + ((the percentage of the way through the total length)
// * the resolved key time space available for the block)
_sortedResolvedKeyFrames[currentKeyFrameIndex]._resolvedKeyTime = prePacedBlockKeyTime + TimeSpan.FromMilliseconds(
(segmentLengths[i] / totalLength) * pacedBlockDuration.TotalMilliseconds);
}
}
else
{
index++;
}
}
while (index < maxKeyFrameIndex);
}
#endregion
}
}
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