| File: System\Windows\Media3D\Generated\GeometryModel3D.cs | Web Access |
| Project: src\wpf\src\Microsoft.DotNet.Wpf\src\PresentationCore\PresentationCore.csproj (PresentationCore) |
// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. // // // This file was generated, please do not edit it directly. // // Please see MilCodeGen.html for more information. // using MS.Internal; using MS.Internal.Collections; using MS.Utility; using System.Collections; using System.ComponentModel; using System.Globalization; using System.Text; using System.Windows.Markup; using System.Windows.Media.Media3D.Converters; using System.Windows.Media.Animation; using System.Windows.Media.Composition; namespace System.Windows.Media.Media3D { public sealed partial class GeometryModel3D : Model3D { //------------------------------------------------------ // // Public Methods // //------------------------------------------------------ #region Public Methods /// <summary> /// Shadows inherited Clone() with a strongly typed /// version for convenience. /// </summary> public new GeometryModel3D Clone() { return (GeometryModel3D)base.Clone(); } /// <summary> /// Shadows inherited CloneCurrentValue() with a strongly typed /// version for convenience. /// </summary> public new GeometryModel3D CloneCurrentValue() { return (GeometryModel3D)base.CloneCurrentValue(); } #endregion Public Methods //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ private static void GeometryPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children) // will promote the property value from a default value to a local value. This is technically a sub-property // change because the collection was changed and not a new collection set (GeometryGroup.Children. // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled // the default value to the compositor. If the property changes from a default value, the new local value // needs to be marshalled to the compositor. We detect this scenario with the second condition // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be // Default and the NewValueSource will be Local. if (e.IsASubPropertyChange && (e.OldValueSource == e.NewValueSource)) { return; } GeometryModel3D target = ((GeometryModel3D) d); Geometry3D oldV = (Geometry3D) e.OldValue; Geometry3D newV = (Geometry3D) e.NewValue; System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher; if (dispatcher != null) { DUCE.IResource targetResource = (DUCE.IResource)target; using (CompositionEngineLock.Acquire()) { int channelCount = targetResource.GetChannelCount(); for (int channelIndex = 0; channelIndex < channelCount; channelIndex++) { DUCE.Channel channel = targetResource.GetChannel(channelIndex); Debug.Assert(!channel.IsOutOfBandChannel); Debug.Assert(!targetResource.GetHandle(channel).IsNull); target.ReleaseResource(oldV,channel); target.AddRefResource(newV,channel); } } } target.PropertyChanged(GeometryProperty); } private static void MaterialPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { GeometryModel3D target = ((GeometryModel3D) d); target.MaterialPropertyChangedHook(e); // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children) // will promote the property value from a default value to a local value. This is technically a sub-property // change because the collection was changed and not a new collection set (GeometryGroup.Children. // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled // the default value to the compositor. If the property changes from a default value, the new local value // needs to be marshalled to the compositor. We detect this scenario with the second condition // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be // Default and the NewValueSource will be Local. if (e.IsASubPropertyChange && (e.OldValueSource == e.NewValueSource)) { return; } Material oldV = (Material) e.OldValue; Material newV = (Material) e.NewValue; System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher; if (dispatcher != null) { DUCE.IResource targetResource = (DUCE.IResource)target; using (CompositionEngineLock.Acquire()) { int channelCount = targetResource.GetChannelCount(); for (int channelIndex = 0; channelIndex < channelCount; channelIndex++) { DUCE.Channel channel = targetResource.GetChannel(channelIndex); Debug.Assert(!channel.IsOutOfBandChannel); Debug.Assert(!targetResource.GetHandle(channel).IsNull); target.ReleaseResource(oldV,channel); target.AddRefResource(newV,channel); } } } target.PropertyChanged(MaterialProperty); } private static void BackMaterialPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { GeometryModel3D target = ((GeometryModel3D) d); target.BackMaterialPropertyChangedHook(e); // The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children) // will promote the property value from a default value to a local value. This is technically a sub-property // change because the collection was changed and not a new collection set (GeometryGroup.Children. // Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled // the default value to the compositor. If the property changes from a default value, the new local value // needs to be marshalled to the compositor. We detect this scenario with the second condition // e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be // Default and the NewValueSource will be Local. if (e.IsASubPropertyChange && (e.OldValueSource == e.NewValueSource)) { return; } Material oldV = (Material) e.OldValue; Material newV = (Material) e.NewValue; System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher; if (dispatcher != null) { DUCE.IResource targetResource = (DUCE.IResource)target; using (CompositionEngineLock.Acquire()) { int channelCount = targetResource.GetChannelCount(); for (int channelIndex = 0; channelIndex < channelCount; channelIndex++) { DUCE.Channel channel = targetResource.GetChannel(channelIndex); Debug.Assert(!channel.IsOutOfBandChannel); Debug.Assert(!targetResource.GetHandle(channel).IsNull); target.ReleaseResource(oldV,channel); target.AddRefResource(newV,channel); } } } target.PropertyChanged(BackMaterialProperty); } #region Public Properties /// <summary> /// Geometry - Geometry3D. Default value is null. /// </summary> public Geometry3D Geometry { get { return (Geometry3D)GetValue(GeometryProperty); } set { SetValueInternal(GeometryProperty, value); } } /// <summary> /// Material - Material. Default value is null. /// </summary> public Material Material { get { return (Material)GetValue(MaterialProperty); } set { SetValueInternal(MaterialProperty, value); } } /// <summary> /// BackMaterial - Material. Default value is null. /// </summary> public Material BackMaterial { get { return (Material)GetValue(BackMaterialProperty); } set { SetValueInternal(BackMaterialProperty, value); } } #endregion Public Properties //------------------------------------------------------ // // Protected Methods // //------------------------------------------------------ #region Protected Methods /// <summary> /// Implementation of <see cref="System.Windows.Freezable.CreateInstanceCore">Freezable.CreateInstanceCore</see>. /// </summary> /// <returns>The new Freezable.</returns> protected override Freezable CreateInstanceCore() { return new GeometryModel3D(); } #endregion ProtectedMethods //------------------------------------------------------ // // Internal Methods // //------------------------------------------------------ #region Internal Methods internal override void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck) { // If we're told we can skip the channel check, then we must be on channel Debug.Assert(!skipOnChannelCheck || _duceResource.IsOnChannel(channel)); if (skipOnChannelCheck || _duceResource.IsOnChannel(channel)) { base.UpdateResource(channel, skipOnChannelCheck); // Read values of properties into local variables Transform3D vTransform = Transform; Geometry3D vGeometry = Geometry; Material vMaterial = Material; Material vBackMaterial = BackMaterial; // Obtain handles for properties that implement DUCE.IResource DUCE.ResourceHandle hTransform; if (vTransform == null || Object.ReferenceEquals(vTransform, Transform3D.Identity) ) { hTransform = DUCE.ResourceHandle.Null; } else { hTransform = ((DUCE.IResource)vTransform).GetHandle(channel); } DUCE.ResourceHandle hGeometry = vGeometry != null ? ((DUCE.IResource)vGeometry).GetHandle(channel) : DUCE.ResourceHandle.Null; DUCE.ResourceHandle hMaterial = vMaterial != null ? ((DUCE.IResource)vMaterial).GetHandle(channel) : DUCE.ResourceHandle.Null; DUCE.ResourceHandle hBackMaterial = vBackMaterial != null ? ((DUCE.IResource)vBackMaterial).GetHandle(channel) : DUCE.ResourceHandle.Null; // Pack & send command packet DUCE.MILCMD_GEOMETRYMODEL3D data; unsafe { data.Type = MILCMD.MilCmdGeometryModel3D; data.Handle = _duceResource.GetHandle(channel); data.htransform = hTransform; data.hgeometry = hGeometry; data.hmaterial = hMaterial; data.hbackMaterial = hBackMaterial; // Send packed command structure channel.SendCommand( (byte*)&data, sizeof(DUCE.MILCMD_GEOMETRYMODEL3D)); } } } internal override DUCE.ResourceHandle AddRefOnChannelCore(DUCE.Channel channel) { if (_duceResource.CreateOrAddRefOnChannel(this, channel, System.Windows.Media.Composition.DUCE.ResourceType.TYPE_GEOMETRYMODEL3D)) { Transform3D vTransform = Transform; if (vTransform != null) ((DUCE.IResource)vTransform).AddRefOnChannel(channel); Geometry3D vGeometry = Geometry; if (vGeometry != null) ((DUCE.IResource)vGeometry).AddRefOnChannel(channel); Material vMaterial = Material; if (vMaterial != null) ((DUCE.IResource)vMaterial).AddRefOnChannel(channel); Material vBackMaterial = BackMaterial; if (vBackMaterial != null) ((DUCE.IResource)vBackMaterial).AddRefOnChannel(channel); AddRefOnChannelAnimations(channel); UpdateResource(channel, true /* skip "on channel" check - we already know that we're on channel */ ); } return _duceResource.GetHandle(channel); } internal override void ReleaseOnChannelCore(DUCE.Channel channel) { Debug.Assert(_duceResource.IsOnChannel(channel)); if (_duceResource.ReleaseOnChannel(channel)) { Transform3D vTransform = Transform; if (vTransform != null) ((DUCE.IResource)vTransform).ReleaseOnChannel(channel); Geometry3D vGeometry = Geometry; if (vGeometry != null) ((DUCE.IResource)vGeometry).ReleaseOnChannel(channel); Material vMaterial = Material; if (vMaterial != null) ((DUCE.IResource)vMaterial).ReleaseOnChannel(channel); Material vBackMaterial = BackMaterial; if (vBackMaterial != null) ((DUCE.IResource)vBackMaterial).ReleaseOnChannel(channel); ReleaseOnChannelAnimations(channel); } } internal override DUCE.ResourceHandle GetHandleCore(DUCE.Channel channel) { // Note that we are in a lock here already. return _duceResource.GetHandle(channel); } internal override int GetChannelCountCore() { // must already be in composition lock here return _duceResource.GetChannelCount(); } internal override DUCE.Channel GetChannelCore(int index) { // Note that we are in a lock here already. return _duceResource.GetChannel(index); } #endregion Internal Methods //------------------------------------------------------ // // Internal Properties // //------------------------------------------------------ #region Internal Properties #endregion Internal Properties //------------------------------------------------------ // // Dependency Properties // //------------------------------------------------------ #region Dependency Properties /// <summary> /// The DependencyProperty for the GeometryModel3D.Geometry property. /// </summary> public static readonly DependencyProperty GeometryProperty; /// <summary> /// The DependencyProperty for the GeometryModel3D.Material property. /// </summary> public static readonly DependencyProperty MaterialProperty; /// <summary> /// The DependencyProperty for the GeometryModel3D.BackMaterial property. /// </summary> public static readonly DependencyProperty BackMaterialProperty; #endregion Dependency Properties //------------------------------------------------------ // // Internal Fields // //------------------------------------------------------ #region Internal Fields internal System.Windows.Media.Composition.DUCE.MultiChannelResource _duceResource = new System.Windows.Media.Composition.DUCE.MultiChannelResource(); #endregion Internal Fields #region Constructors //------------------------------------------------------ // // Constructors // //------------------------------------------------------ static GeometryModel3D() { // We check our static default fields which are of type Freezable // to make sure that they are not mutable, otherwise we will throw // if these get touched by more than one thread in the lifetime // of your app. // Initializations Type typeofThis = typeof(GeometryModel3D); GeometryProperty = RegisterProperty("Geometry", typeof(Geometry3D), typeofThis, null, new PropertyChangedCallback(GeometryPropertyChanged), null, /* isIndependentlyAnimated = */ false, /* coerceValueCallback */ null); MaterialProperty = RegisterProperty("Material", typeof(Material), typeofThis, null, new PropertyChangedCallback(MaterialPropertyChanged), null, /* isIndependentlyAnimated = */ false, /* coerceValueCallback */ null); BackMaterialProperty = RegisterProperty("BackMaterial", typeof(Material), typeofThis, null, new PropertyChangedCallback(BackMaterialPropertyChanged), null, /* isIndependentlyAnimated = */ false, /* coerceValueCallback */ null); } #endregion Constructors } }