5 writes to _currentClockState
PresentationCore (5)
Core\CSharp\System\Windows\Media\Animation\Clock.cs (5)
131_currentClockState = ClockState.Stopped; 1184_currentClockState = ClockState.Stopped; 1303_currentClockState = value; 2307_currentClockState = ClockState.Active; 3743_currentClockState = ClockState.Filling;
31 references to _currentClockState
PresentationCore (31)
Core\CSharp\System\Windows\Media\Animation\Clock.cs (31)
267return _currentClockState; 719ClockState lastClockState = _currentClockState; 730if (lastClockState != _currentClockState) 1126if (_currentClockState == ClockState.Stopped) // If our state changed to stopped 1298return _currentClockState; 1958Debug.Assert(_parent._currentClockState != ClockState.Stopped); 1959Debug.Assert(_currentClockState != ClockState.Stopped); 1979Debug.Assert(_currentClockState != ClockState.Active); 2059if (_currentClockState == ClockState.Filling && repeatBehavior.HasCount && !_currentIterationBeginTime.HasValue) 2116&& (_currentClockState == ClockState.Filling || _parent.IsBackwardsProgressingGlobal)) 2157if (_currentClockState == ClockState.Active && parentSpeed != 0 && !NeedsTicksWhenActive) 2188Debug.Assert(_currentClockState == ClockState.Active 2189|| (_currentClockState == ClockState.Filling 2236if (_currentClockState == ClockState.Filling && expirationTime.HasValue && _currentIterationBeginTime >= expirationTime) 2273Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2311if (parentSpeed != 0 && _currentClockState == ClockState.Active && NeedsTicksWhenActive) 2325Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2326Debug.Assert(_currentClockState == ClockState.Active); // Must be active at this point 2355Debug.Assert(_parent._currentClockState != ClockState.Stopped); 2356Debug.Assert(_currentClockState != ClockState.Stopped); 2393if (_currentClockState == ClockState.Active 2394&& _parent._currentClockState == ClockState.Active) 2417if (_currentClockState == ClockState.Active 2418&& _parent._currentClockState == ClockState.Active) 2439return (_currentClockState != ClockState.Active); // Proceed to calculate global speed if we are active 2728if (current._currentClockState != ClockState.Stopped) 2747Debug.Assert(_currentClockState == ClockState.Stopped); 2796if (_currentClockState != ClockState.Filling) 3017Debug.Assert(_parent._currentClockState != ClockState.Stopped); 3145if (_parent._currentClockState != ClockState.Stopped) // We have a parent that is active or filling 3153if (_currentClockState != ClockState.Stopped)