Animation Base. Get Current Value(Object, Object, AnimationClock) Method
Gets the current value of the animation.
public: override System::Object ^ GetCurrentValue(System::Object ^ defaultOriginValue, System::Object ^ defaultDestinationValue, System::Windows::Media::Animation::AnimationClock ^ animationClock);
public override sealed object GetCurrentValue (object defaultOriginValue, object defaultDestinationValue, System.Windows.Media.Animation.AnimationClock animationClock);
override this.GetCurrentValue : obj * obj * System.Windows.Media.Animation.AnimationClock -> obj
Public Overrides NotOverridable Function GetCurrentValue (defaultOriginValue As Object, defaultDestinationValue As Object, animationClock As AnimationClock) As Object
The origin value provided to the animation if the animation does not have its own start value.
The destination value provided to the animation if the animation does not have its own destination value.
The value this animation believes should be the current value for the property.
The value of the
defaultOriginValue parameter depends on the animation's position in the composition chain:
If the animation is in the first position in a composition chain and it replaces another animation,
defaultOriginValueis the output of that animation at the time it was replaced.
If the animation is in the first position in a composition chain and no animation exists to replace,
defaultOriginValueis the base value of the animated property.
If this animation is not in the first position of a composition chain, then
defaultOriginValueis the value that is returned by the previous animation in the composition chain that has an AnimationClock that is not Stopped.
The value of the
defaultDestinationValue parameter depends on whether there is a previous property Trigger composition layer.
If there is a previous property Trigger composition layer,
defaultDestinationValueis the output from that layer.
If there is no previous composition layer,
defaultDestinationValueis the base value of the property that you are animating.