public virtual object GetCurrentValue(object defaultOriginValue, object defaultDestinationValue, AnimationClock animationClock) { return(animationClock.GetCurrentValue(defaultOriginValue, defaultDestinationValue)); }
internal object GetCurrentValue( object defaultDestinationValue) { Debug.Assert(defaultDestinationValue != DependencyProperty.UnsetValue); // We have a sticky snapshot value if changes have been made to the // animations in this layer since the last tick. This flag will be // unset when the next tick starts. // // Since CurrentTimeInvaliated is raised before CurrentStateInvalidated // we need to check the state of the first clock as well to avoid // potential first frame issues. In this case _hasStickySnapshotValue // will be updated to false shortly. if (_hasStickySnapshotValue && _animationClocks[0].CurrentState == ClockState.Stopped) { return(_snapshotValue); } // This layer just contains a snapshot value or a fill value after // all the clocks have been completed. if (_animationClocks == null) { Debug.Assert(_snapshotValue != DependencyProperty.UnsetValue); // In this case, we're using _snapshotValue to store the value, // but the value here does not represent the snapshotValue. It // represents the fill value of an animation clock that has been // removed for performance reason because we know it will never // be restarted. return(_snapshotValue); } object currentLayerValue = _snapshotValue; bool hasUnstoppedClocks = false; if (currentLayerValue == DependencyProperty.UnsetValue) { currentLayerValue = defaultDestinationValue; } int count = _animationClocks.Count; Debug.Assert(count > 0); for (int i = 0; i < count; i++) { AnimationClock clock = _animationClocks[i]; if (clock.CurrentState != ClockState.Stopped) { hasUnstoppedClocks = true; currentLayerValue = clock.GetCurrentValue( currentLayerValue, defaultDestinationValue); } } if (hasUnstoppedClocks) { return(currentLayerValue); } else { return(defaultDestinationValue); } }
public virtual object GetCurrentValue (object defaultOriginValue, object defaultDestinationValue, AnimationClock animationClock) { return animationClock.GetCurrentValue (defaultOriginValue, defaultDestinationValue); }