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//------------------------------------------------------------------------------
// Microsoft Avalon
// Copyright (c) Microsoft Corporation, 2003
//
// File: Animatable.cs
//------------------------------------------------------------------------------
// Allow suppression of certain presharp messages
#pragma warning disable 1634, 1691
using MS.Internal;
using MS.Utility;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Windows.Threading;
using System.Windows.Media.Composition;
using SR = MS.Internal.PresentationCore.SR;
using SRID = MS.Internal.PresentationCore.SRID;
namespace System.Windows.Media.Animation
{
/// <summary>
/// This class derives from Freezable and adds the ability to animate properties.
/// </summary>
public abstract partial class Animatable : Freezable, IAnimatable, DUCE.IResource
{
#region Constructors
/// <summary>
///
/// </summary>
protected Animatable()
{
}
#endregion
#region Public
/// <summary>
/// Creates a copy of this Animatable.
/// </summary>
/// <returns>The copy.</returns>
public new Animatable Clone()
{
return (Animatable)base.Clone();
}
internal void PropertyChanged(DependencyProperty dp)
{
AnimationStorage animationStorage = AnimationStorage.GetStorage(this, dp);
IndependentAnimationStorage independentAnimationStorage = animationStorage as IndependentAnimationStorage;
// If this property is independently animated and currently has
// animations all we need to do is update the animation resource
// that represents this property value. Otherwise we need to invalidate
// and and eventually update this whole object.
if (independentAnimationStorage != null)
{
independentAnimationStorage.InvalidateResource();
}
else
{
RegisterForAsyncUpdateResource();
}
}
internal virtual void AddRefOnChannelAnimations(DUCE.Channel channel)
{
if (IAnimatable_HasAnimatedProperties)
{
FrugalMap animatedPropertiesMap = AnimationStorage.GetAnimatedPropertiesMap(this);
Debug.Assert(animatedPropertiesMap.Count > 0);
for (int i = 0; i < animatedPropertiesMap.Count; i++)
{
Int32 dpGlobalIndex;
Object storageObject;
animatedPropertiesMap.GetKeyValuePair(i, out dpGlobalIndex, out storageObject);
DUCE.IResource storage = storageObject as DUCE.IResource;
if (storage != null)
{
storage.AddRefOnChannel(channel);
}
}
}
}
internal virtual void ReleaseOnChannelAnimations(DUCE.Channel channel)
{
if (IAnimatable_HasAnimatedProperties)
{
FrugalMap animatedPropertiesMap = AnimationStorage.GetAnimatedPropertiesMap(this);
Debug.Assert(animatedPropertiesMap.Count > 0);
for (int i = 0; i < animatedPropertiesMap.Count; i++)
{
Int32 dpGlobalIndex;
Object storageObject;
animatedPropertiesMap.GetKeyValuePair(i, out dpGlobalIndex, out storageObject);
DUCE.IResource storage = storageObject as DUCE.IResource;
if (storage != null)
{
storage.ReleaseOnChannel(channel);
}
}
}
}
#region LocalProperty/CachedValue stuff
internal static DependencyProperty RegisterProperty(
string name,
Type propertyType,
Type ownerType,
object defaultValue,
PropertyChangedCallback changed,
ValidateValueCallback validate,
bool isIndependentlyAnimated,
CoerceValueCallback coerced)
{
// Override metadata for this particular object type. This defines
// the methods that will be called when property actions (setting,
// getting, invalidating) are taken for this specific object type.
UIPropertyMetadata propertyMetadata;
// If this property is animated using a property resource, we create
// AnimatablePropertyMetadata instead of UIPropertyMetadata.
if (isIndependentlyAnimated)
{
propertyMetadata = new IndependentlyAnimatedPropertyMetadata(defaultValue);
}
else
{
propertyMetadata = new UIPropertyMetadata(defaultValue);
}
propertyMetadata.PropertyChangedCallback = changed;
if (coerced != null)
{
propertyMetadata.CoerceValueCallback = coerced;
}
// Register property with passed in default metadata. The type of
// defaultMetadata will determine whether this property is animatable.
DependencyProperty dp = DependencyProperty.Register(
name,
propertyType,
ownerType,
propertyMetadata,
validate);
return dp;
}
// Helpers for addref and release of local properties. Subclasses can provide
// overloads.
internal void AddRefResource(DUCE.IResource resource, DUCE.Channel channel)
{
if (resource != null)
{
resource.AddRefOnChannel(channel);
}
}
internal void ReleaseResource(DUCE.IResource resource, DUCE.Channel channel)
{
if (resource != null)
{
resource.ReleaseOnChannel(channel);
}
}
#endregion LocalProperty/CachedValue stuff
#endregion
#region Protected
/// <summary>
/// An Animatable will return false from this method if there are any Clocks
/// animating any of its properties. If the Animatable has persistent animations
/// specified, but all of the Clocks have been removed, it may still return
/// true from this method if the Timelines themselves can be frozen.
/// </summary>
/// <param name="isChecking">
/// True if the Freezable should actually Freeze itself; false if
/// the Freezable should simply return whether it can be frozen.</param>
/// <returns>True if this object can be frozen; otherwise false.</returns>
protected override bool FreezeCore(bool isChecking)
{
if (IAnimatable_HasAnimatedProperties)
{
if (TraceFreezable.IsEnabled)
{
TraceFreezable.Trace(
TraceEventType.Warning,
TraceFreezable.UnableToFreezeAnimatedProperties,
this);
}
return false;
}
return base.FreezeCore(isChecking);
}
#endregion
#region IResource
/// <summary>
/// Derived classes implement this function.
/// </summary>
DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel)
{
// Just return null instead of throwing an exception, since some
// derived classes like BitmapEffect do their own addref/release.
return DUCE.ResourceHandle.Null;
}
/// <summary>
/// Derived classes implement this function.
/// </summary>
void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel)
{
// Just return instead of throwing an exception, since some
// derived classes like BitmapEffect do their own addref/release.
}
/// <summary>
/// Derived classes implement this function.
/// </summary>
DUCE.ResourceHandle DUCE.IResource.GetHandle(DUCE.Channel channel)
{
// Just return null instead of throwing an exception, since some
// derived classes like BitmapEffect do their own addref/release.
return DUCE.ResourceHandle.Null;
}
/// <summary>
/// Derived classes implement this function.
/// </summary>
int DUCE.IResource.GetChannelCount()
{
return 0;
}
/// <summary>
/// Derived classes implement this function.
/// </summary>
DUCE.Channel DUCE.IResource.GetChannel(int index)
{
return null;
}
/// <summary>
/// This is only implemented by Visual and Visual3D.
/// </summary>
DUCE.ResourceHandle DUCE.IResource.Get3DHandle(DUCE.Channel channel)
{
throw new NotImplementedException();
}
/// <summary>
/// This is only implemented by Visual and Visual3D.
/// </summary>
void DUCE.IResource.RemoveChildFromParent(DUCE.IResource parent, DUCE.Channel channel)
{
throw new NotImplementedException();
}
#endregion
#region Internal
internal DUCE.ResourceHandle GetAnimationResourceHandle(DependencyProperty dp, DUCE.Channel channel)
{
if (channel != null && IAnimatable_HasAnimatedProperties)
{
return IndependentAnimationStorage.GetResourceHandle(this, dp, channel);
}
else
{
return DUCE.ResourceHandle.Null;
}
}
/// <summary>
/// Returns a WeakReference to this Animatable that can be used by
/// anyone who needs one.
/// </summary>
/// <remarks>
/// The WeakReference isn't created or stored until this method is
/// called.
/// </remarks>
/// <returns>A WeakReference to this Animtable.</returns>
internal WeakReference GetWeakReference()
{
object reference = StoredWeakReferenceField.GetValue(this);
if (reference == null)
{
reference = new WeakReference(this);
StoredWeakReferenceField.SetValue(this, (WeakReference)reference);
}
Debug.Assert(reference is WeakReference);
return (WeakReference)reference;
}
/// <summary>
/// IsBaseValueDefault returns true if there is no local value specified for this DP.
/// </summary>
/// <param name="dp">The property for which the local value is checked.</param>
internal bool IsBaseValueDefault(DependencyProperty dp)
{
return ReadLocalValue(dp) == DependencyProperty.UnsetValue;
}
/// <summary>
/// <para>Every time something changes, we don't want to send resource
/// updates to the UCE, we only really want to do it once per UIThread
/// render.</para>
/// <para>Calling this will make sure that a resource update request
/// is registered with the MediaContext.</para>
/// <para>If this object doesn't have context affinity, it's unlikely
/// that resource update requests would ever be made, however if they
/// are the request will happen immediately.</para>
/// </summary>
internal void RegisterForAsyncUpdateResource()
{
DUCE.IResource resource = this as DUCE.IResource;
if (resource != null)
{
if ((Dispatcher != null) && Animatable_IsResourceInvalidationNecessary)
{
MediaContext mediaContext = MediaContext.From(Dispatcher);
//
// Only register for a deferred resource update if this
// is actually on the channel.
//
if (!resource.GetHandle(mediaContext.Channel).IsNull)
{
// Add this handler to this event means that the handler will be
// called on the next UIThread render for this Dispatcher.
mediaContext.ResourcesUpdated += new MediaContext.ResourcesUpdatedHandler(UpdateResource);
Animatable_IsResourceInvalidationNecessary = false;
}
}
}
}
/// <summary>
/// UpdateResource - this implements the prototype required by ResourcesUpdatedHandler
/// The method which implements this prototype is also often called in situations where
/// the resource is known to be "on channel" - in those cases, "true" is passed for the second
/// parameter (allowing the implementation to skip the check).
/// </summary>
internal virtual void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck)
{
Animatable_IsResourceInvalidationNecessary = true;
}
/// <summary>
/// WritePreamble for objects such as AnimationCollection and
/// TimelineCollection which modify an Animatable from the outside.
/// </summary>
internal void InternalWritePreamble()
{
WritePreamble();
}
#endregion
#region Private
/// <summary>
/// We use this property to store the a WeakReference to this Animatable
/// that can be used by anyone who needs a WeakReference. It won't be
/// created until its requested using the GetWeakReference method.
/// </summary>
private static readonly UncommonField<WeakReference> StoredWeakReferenceField
= new UncommonField<WeakReference>();
/// <summary>
/// This method is used by TypeDescriptor to determine if this property should
/// be serialized.
/// </summary>
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
public static bool ShouldSerializeStoredWeakReference(DependencyObject target)
{
return false;
}
#endregion
}
}
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