Пример #1
0
        /// <summary>
        /// ReleaseOnChannel
        /// </summary>
        void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel)
        {
            // reconsider the need for this lock
            using (CompositionEngineLock.Acquire())
            {
                Debug.Assert(_duceResource.IsOnChannel(channel));

                //release from this channel
                _duceResource.ReleaseOnChannel(channel);

                if (!_duceResource.IsOnAnyChannel)
                {
                    // If this was the last reference on the channel then clear up our state.
                    // Again, we assume here that if the target DependencyObject is animated that
                    // it will be associated with a Dispatcher and that this animation resource
                    // will also be associated with that Dispatcher's channel.

                    DependencyObject d = (DependencyObject)_dependencyObject.Target;

                    // DependencyObject shouldn't have been garbage collected before we've
                    // released all of its property animation resources.
                    Debug.Assert(d != null);

                    // The target DependencyObject should be associated with a Dispatcher.
                    Debug.Assert(d.Dispatcher != null);

                    // Make sure the target belongs to this thread
                    Debug.Assert(d.CheckAccess());

                    // If we're invalid, that means we've added our _updateResourceHandler to the
                    // MediaContext's ResourcesUpdated event. Since we've been entirely released
                    // from the channel we can cancel this update by removing the handler.
                    if (!_isValid)
                    {
                        MediaContext mediaContext = MediaContext.From(d.Dispatcher);
                        mediaContext.ResourcesUpdated -= _updateResourceHandler;
                        _isValid = true;
                    }

                    _updateResourceHandler = null;
                }
            }
        }
        /// <summary>
        /// AddRefOnChannel
        /// </summary>
        DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel)
        {
            // 
            using (CompositionEngineLock.Acquire())
            {
#if DEBUG
                // We assume that a multi-channel resource can only be multi-channel
                // if it is Frozen and does not have animated properties. In this case we know
                // the target resource has at least one animated property so we expect that this
                // independently animated property resource will only be added to the channel
                // associated with the MediaContext associated with the target object's Dispatcher.

                DependencyObject d = (DependencyObject)_dependencyObject.Target;

                // I'm not sure how our target animated DependencyObject would get garbage
                // collected before we call AddRefOnChannel on one of its animated property
                // resources, but if it happens it will be a bad thing.
                Debug.Assert(d != null);

                // Any animated DependencyObject must be associated with a Dispatcher because the
                // AnimationClocks doing the animating must be associated with a Dispatcher.
                Debug.Assert(d.Dispatcher != null);

                // Make sure the target belongs to this thread
                Debug.Assert(d.CheckAccess());
#endif

                if (_duceResource.CreateOrAddRefOnChannel(this, channel, ResourceType))
                {
                    _updateResourceHandler = new MediaContext.ResourcesUpdatedHandler(UpdateResource);

                    UpdateResourceCore(channel);
                }

                return _duceResource.GetHandle(channel);
            }
        }
Пример #3
0
        /// <summary>
        /// AddRefOnChannel
        /// </summary>
        DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel)
        {
            // reconsider the need for this lock
            using (CompositionEngineLock.Acquire())
            {
#if DEBUG
                // We assume that a multi-channel resource can only be multi-channel
                // if it is Frozen and does not have animated properties. In this case we know
                // the target resource has at least one animated property so we expect that this
                // independently animated property resource will only be added to the channel
                // associated with the MediaContext associated with the target object's Dispatcher.

                DependencyObject d = (DependencyObject)_dependencyObject.Target;

                // I'm not sure how our target animated DependencyObject would get garbage
                // collected before we call AddRefOnChannel on one of its animated property
                // resources, but if it happens it will be a bad thing.
                Debug.Assert(d != null);

                // Any animated DependencyObject must be associated with a Dispatcher because the
                // AnimationClocks doing the animating must be associated with a Dispatcher.
                Debug.Assert(d.Dispatcher != null);

                // Make sure the target belongs to this thread
                Debug.Assert(d.CheckAccess());
#endif

                if (_duceResource.CreateOrAddRefOnChannel(this, channel, ResourceType))
                {
                    _updateResourceHandler = new MediaContext.ResourcesUpdatedHandler(UpdateResource);

                    UpdateResourceCore(channel);
                }

                return(_duceResource.GetHandle(channel));
            }
        }
        /// <summary>
        /// ReleaseOnChannel
        /// </summary>
        void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel)
        {
            // 
            using (CompositionEngineLock.Acquire())
            {
                Debug.Assert(_duceResource.IsOnChannel(channel));

                //release from this channel
                _duceResource.ReleaseOnChannel(channel);

                if (!_duceResource.IsOnAnyChannel)
                {
                    // If this was the last reference on the channel then clear up our state.
                    // Again, we assume here that if the target DependencyObject is animated that
                    // it will be associated with a Dispatcher and that this animation resource
                    // will also be associated with that Dispatcher's channel.

                    DependencyObject d = (DependencyObject)_dependencyObject.Target;

                    // DependencyObject shouldn't have been garbage collected before we've
                    // released all of its property animation resources.
                    Debug.Assert(d != null);

                    // The target DependencyObject should be associated with a Dispatcher.
                    Debug.Assert(d.Dispatcher != null);

                    // Make sure the target belongs to this thread
                    Debug.Assert(d.CheckAccess());

                    // If we're invalid, that means we've added our _updateResourceHandler to the
                    // MediaContext's ResourcesUpdated event. Since we've been entirely released
                    // from the channel we can cancel this update by removing the handler.
                    if (!_isValid)
                    {
                        MediaContext mediaContext = MediaContext.From(d.Dispatcher);
                        mediaContext.ResourcesUpdated -= _updateResourceHandler;
                        _isValid = true;
                    }

                    _updateResourceHandler = null;
                }
            }
        }