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using System;
using System.Runtime.InteropServices;
namespace System.Windows.Threading
{
/// <summary>
/// An enunmeration describing the priorities at which
/// operations can be invoked via the Dispatcher.
/// </summary>
///
public enum DispatcherPriority
{
/// <summary>
/// This is an invalid priority.
/// </summary>
Invalid = -1,
/// <summary>
/// Operations at this priority are not processed.
/// </summary>
Inactive = 0,
/// <summary>
/// Operations at this priority are processed when the system
/// is idle.
/// </summary>
SystemIdle,
/// <summary>
/// Operations at this priority are processed when the application
/// is idle.
/// </summary>
ApplicationIdle,
/// <summary>
/// Operations at this priority are processed when the context
/// is idle.
/// </summary>
ContextIdle,
/// <summary>
/// Operations at this priority are processed after all other
/// non-idle operations are done.
/// </summary>
Background,
/// <summary>
/// Operations at this priority are processed at the same
/// priority as input.
/// </summary>
Input,
/// <summary>
/// Operations at this priority are processed when layout and render is
/// done but just before items at input priority are serviced. Specifically
/// this is used while firing the Loaded event
/// </summary>
Loaded,
/// <summary>
/// Operations at this priority are processed at the same
/// priority as rendering.
/// </summary>
Render,
/// <summary>
/// Operations at this priority are processed at the same
/// priority as data binding.
/// </summary>
DataBind,
/// <summary>
/// Operations at this priority are processed at normal priority.
/// </summary>
Normal,
/// <summary>
/// Operations at this priority are processed before other
/// asynchronous operations.
/// </summary>
Send
}
}
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