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stgsharp/源代码/StgSharp/Control/TimeLine.cs
T

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2.6 KiB
C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="TimeLine.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Entities;
using StgSharp.Graphics;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Threading;
namespace StgSharp.Controlling
{
internal static partial class TimeLine
{
private static bool isPaused = false;
private static bool renderChainStarted;
internal static TimelineBlock currentOperation;
internal static Queue<Form> formList = new Queue<Form>();
public static TimelineBlock CurrentOperation
{
get => currentOperation;
set
{
if ((currentOperation == default) ||
currentOperation.isComplete)
{
currentOperation = value;
}
}
}
internal static bool RenderStarted => renderChainStarted;
internal static void RenderAll()
{
renderChainStarted = true;
}
}
}