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//------------------------------------------------------------------------------
//
// <copyright file="VisualFlags.cs" company="Microsoft">
// Copyright (C) Microsoft Corporation. All rights reserved.
// </copyright>
//
// Description:
// Visual flags.
//
//------------------------------------------------------------------------------
namespace System.Windows.Media
{
/// <summary>
/// Visual flags.
/// </summary>
[System.Flags]
internal enum VisualFlags : uint
{
/// <summary>
/// No flags are set for this visual.
/// </summary>
None = 0x0,
// IsSubtreeDirtyForPrecompute indicates that at least one Visual in the sub-graph of this Visual needs
// a bounding box update.
IsSubtreeDirtyForPrecompute = 0x00000001,
// Should post render indicates that this is a root visual and therefore we need to indicate that this
// visual tree needs to be re-rendered. Today we are doing this by posting a render queue item.
ShouldPostRender = 0x00000002,
//TODO: missing comment
IsUIElement = 0x00000004,
// For UIElement -- It's in VisualFlags so that it can be propagated through the
// Visual subtree without casting.
IsLayoutSuspended = 0x00000008,
// Are we in the process of iterating the visual children.
// This flag is set during a descendents walk, for property invalidation.
IsVisualChildrenIterationInProgress = 0x00000010,
// Used on ModelVisual3D to signify that its content bounds
// cache is valid.
//
// NTRAID#Longhorn-1614112-2006/05/25-danlehen - Stop over-invalidating _bboxSubgraph
//
// We use this flag to maintain a separate cache of a ModelVisual3D’s content
// bounds. A better solution that would be both a 2D and 3D win would be to
// stop invalidating _bboxSubgraph when a visual’s transform changes.
//
Are3DContentBoundsValid = 0x00000020,
// FindCommonAncestor is used to find the common ancestor of a Visual.
FindCommonAncestor = 0x00000040,
// IsLayoutIslandRoot indicates that this Visual is a root of Element Layout Island.
IsLayoutIslandRoot = 0x00000080,
// UseLayoutRounding indicates that layout rounding should be applied during Measure/Arrange for this UIElement.
UseLayoutRounding = 0x00000100,
// These bits together make up UIElement.VisibilityCache
VisibilityCache_Visible = 0x00000200,
VisibilityCache_TakesSpace = 0x00000400,
// Indicates that a given node is registered for AncestorChanged.
RegisteredForAncestorChanged = 0x00000800,
// Indicates that a node below this node is registered for AncestorChanged.
SubTreeHoldsAncestorChanged = 0x00001000,
// Indicates that this node is used by a cyclic brush
NodeIsCyclicBrushRoot = 0x00002000,
// Indicates that this node has an Effect
NodeHasEffect = 0x00004000,
// Indicates that this node is of Viewport3DVisual class.
IsViewport3DVisual = 0x00008000,
// Used to discover cycles in VisualBrush scenarios.
ReentrancyFlag = 0x00010000,
// Indicates if the visual has any children. Avoids calls to visualchildrencount while checking for presence of children.
HasChildren = 0x00020000,
// Controls if the bitmap effect emulation layer is enabled.
BitmapEffectEmulationDisabled = 0x00040000,
// These two DPI flags are used to determine the DPI value of a Visual.
// Combination of these two flags point to 4 possible choices (DpiScaleFlag1 being the LSB) : Choice 0-2 directly
// represent the index in the static array (in UIElement) on which DPI is stored. Choice 3 indicates that the index is stored
// in an uncommon field on the Visual.
DpiScaleFlag1 = 0x00080000,
DpiScaleFlag2 = 0x00100000,
//TreeLevel counter - occupies 11 bits.
//NOTE: The location of these bits in this ulong should be synchronized with
//Visual.TreeLevel property getter/setter.
TreeLevelBit0 = 0x00200000,
TreeLevelBit1 = 0x00400000,
TreeLevelBit2 = 0x00800000,
TreeLevelBit3 = 0x01000000,
TreeLevelBit4 = 0x02000000,
TreeLevelBit5 = 0x04000000,
TreeLevelBit6 = 0x08000000,
TreeLevelBit7 = 0x10000000,
TreeLevelBit8 = 0x20000000,
TreeLevelBit9 = 0x40000000,
TreeLevelBit10 = 0x80000000,
}
}
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