public UpdateVisualStateBase ( bool useTransitions ) : void | ||
useTransitions | bool | /// A value indicating whether to automatically generate transitions to /// the new state, or instantly transition to the new state. /// |
return | void |
/// <summary> /// This method is invoked when the mouse enters the rating item. /// </summary> /// <param name="e">Information about the event.</param> protected override void OnMouseEnter(MouseEventArgs e) { if (_interactionHelper.AllowMouseEnter(e)) { _interactionHelper.UpdateVisualStateBase(true); } base.OnMouseEnter(e); }
/// <summary> /// Update the current visual states. /// </summary> /// <param name="useTransitions"> /// True to use transitions when updating the visual state, false to /// snap directly to the new visual state. /// </param> internal virtual void UpdateVisualState(bool useTransitions) { // Contained state VisualStateManager.GoToState(this, TimePickerParent == null ? NotContainedStateName : ContainedStateName, useTransitions); // Popup mode, visual states directly match enum names. VisualStateManager.GoToState(this, PopupTimeSelectionMode.ToString(), useTransitions); // Handle the Common and Focused states _interaction.UpdateVisualStateBase(useTransitions); }
/// <summary> /// Update the current visual state of the button. /// </summary> /// <param name="useTransitions"> /// True to use transitions when updating the visual state, false to /// snap directly to the new visual state. /// </param> internal virtual void UpdateVisualState(bool useTransitions) { if (IsLocked) { VisualStates.GoToState(this, useTransitions, VisualStates.StateLocked); } else { VisualStates.GoToState(this, useTransitions, VisualStates.StateUnlocked); } switch (ExpandDirection) { case ExpandDirection.Down: VisualStates.GoToState(this, useTransitions, VisualStates.StateExpandDown); break; case ExpandDirection.Up: VisualStates.GoToState(this, useTransitions, VisualStates.StateExpandUp); break; case ExpandDirection.Left: VisualStates.GoToState(this, useTransitions, VisualStates.StateExpandLeft); break; default: VisualStates.GoToState(this, useTransitions, VisualStates.StateExpandRight); break; } // let the header know a change has possibly occured. if (ExpanderButton != null) { ExpanderButton.UpdateVisualState(useTransitions); } // Handle the Common and Focused states _interaction.UpdateVisualStateBase(useTransitions); }