232 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			232 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								////////////////////////////////////////////////////////////////////////////////////////////////////
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								// NoesisGUI - http://www.noesisengine.com
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								// Copyright (c) 2013 Noesis Technologies S.L. All Rights Reserved.
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								////////////////////////////////////////////////////////////////////////////////////////////////////
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								#ifndef __GUI_STORYBOARD_H__
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								#define __GUI_STORYBOARD_H__
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								#include <NsCore/Noesis.h>
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								#include <NsGui/AnimationApi.h>
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								#include <NsGui/ParallelTimeline.h>
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								#include <NsGui/TimeSpan.h>
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								#include <NsGui/Clock.h>
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								#include <NsGui/HandoffBehavior.h>
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								#include <NsCore/ReflectionDeclareEnum.h>
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								#include <NsCore/Vector.h>
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								#include <NsCore/HashMap.h>
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								namespace Noesis
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								{
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								class PropertyPath;
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								class FrameworkElement;
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								class AnimationClock;
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								class AnimationTimeline;
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								struct AnimationTarget;
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								struct PathElement;
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								////////////////////////////////////////////////////////////////////////////////////////////////////
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								/// Indicates the origin of a seek operation. The offset is relative to this origin
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								////////////////////////////////////////////////////////////////////////////////////////////////////
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								enum TimeSeekOrigin : int8_t
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								{
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								    /// The offset is relative to the beginning of the activation period of the Timeline
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								    TimeSeekOrigin_BeginTime,
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								    /// The offset is relative to the Timeline's Duration, the length of a single iteration. This
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								    /// value has no meaning if the Timeline's Duration is not resolved
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								    TimeSeekOrigin_Duration
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								};
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								////////////////////////////////////////////////////////////////////////////////////////////////////
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								struct AnimationTarget
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								{
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								    inline bool operator==(const AnimationTarget& other) const
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								    {
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								        return object == other.object && dp == other.dp;
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								    }
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								    DependencyObject* object;
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								    const DependencyProperty* dp;
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								};
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								NS_WARNING_PUSH
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								NS_MSVC_WARNING_DISABLE(4251 4275)
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								////////////////////////////////////////////////////////////////////////////////////////////////////
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								/// A container timeline that provides object and property targeting information for its child
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								/// animations.
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								///
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								/// http://msdn.microsoft.com/en-us/library/system.windows.media.animation.storyboard.aspx
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								////////////////////////////////////////////////////////////////////////////////////////////////////
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								class NS_GUI_ANIMATION_API Storyboard: public ParallelTimeline
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								{
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								public:
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								    Storyboard();
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								    ~Storyboard();
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								    /// Gets or sets the name of the object to animate
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								    //@{
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								    static const char* GetTargetName(const DependencyObject* element);
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								    static void SetTargetName(DependencyObject* element, const char* name);
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								    //@}
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								    /// Retrieves the TargetProperty value of the specified Timeline
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								    //@{
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								    static PropertyPath* GetTargetProperty(const DependencyObject* element);
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								    static void SetTargetProperty(DependencyObject* element, PropertyPath* path);
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								    //@}
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								    /// Gets or sets the object that should be animated
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								    //@{
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								    static DependencyObject* GetTarget(const DependencyObject* element);
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								    static void SetTarget(DependencyObject* element, DependencyObject* target);
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								    //@}
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								    /// Applies the animations associated with this Storyboard to their targets and initiates them
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								    //@{
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								    void Begin();
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								    void Begin(FrameworkElement* target);
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								    void Begin(FrameworkElement* target, bool isControllable);
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								    void Begin(FrameworkElement* target, HandoffBehavior handoffBehavior);
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								    void Begin(FrameworkElement* target, HandoffBehavior handoffBehavior, bool isControllable);
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								    void Begin(FrameworkElement* target, FrameworkElement* nameScope);
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								    void Begin(FrameworkElement* target, FrameworkElement* nameScope, bool isControllable);
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								    void Begin(FrameworkElement* target, FrameworkElement* nameScope,
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								        HandoffBehavior handoffBehavior);
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								    void Begin(FrameworkElement* target, FrameworkElement* nameScope,
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								        HandoffBehavior handoffBehavior, bool isControllable);
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								    //@}
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								    /// Seeks this Storyboard to the specified position on the next clock tick. The offset param
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								    /// is a positive or negative value that describes the amount by which the timeline should
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								    /// move forward or backward
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								    //@{
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								    void Seek(const TimeSpan& offset);
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								    void Seek(const TimeSpan& offset, TimeSeekOrigin origin);
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								    void Seek(FrameworkElement* target, const TimeSpan& offset, TimeSeekOrigin origin);
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								    //@}
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								    /// Pauses the Clock of the specified FrameworkElement associated with this Storyboard
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								    //@{
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								    void Pause();
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								    void Pause(FrameworkElement* target);
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								    //@}
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								    /// Resumes the Clock that was created for this Storyboard
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								    //@{
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								    void Resume();
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								    void Resume(FrameworkElement* target);
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								    //@}
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								    /// Stops the Clock that was created for this Storyboard
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								    //@}
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								    void Stop();
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								    void Stop(FrameworkElement* target);
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								    //@}
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								    /// Removes the Clock objects that were created for this Storyboard. Animations that belong to
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								    /// this Storyboard no longer affect the properties they once animated, regardless of their
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								    /// FillBehavior setting
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								    //@{
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								    void Remove();
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								    void Remove(FrameworkElement* target);
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								    //@}
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								    /// Indicates if a controllable storyboard is playing
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								    //@{
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								    bool IsPlaying() const;
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								    bool IsPlaying(FrameworkElement* target) const;
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								    //@}
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								    /// Indicates if a controllable storyboard is paused
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								    //@{
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								    bool IsPaused() const;
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								    bool IsPaused(FrameworkElement* target) const;
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								    //@}
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								    /// From Freezable
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								    //@{
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								    Ptr<Storyboard> Clone() const;
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								    Ptr<Storyboard> CloneCurrentValue() const;
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								    //@}
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								    NS_IMPLEMENT_INTERFACE_FIXUP
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								public:
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								    /// Dependency properties
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								    //@{
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								    static const DependencyProperty* TargetNameProperty; // Attached
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								    static const DependencyProperty* TargetProperty; // Attached
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								    static const DependencyProperty* TargetPropertyProperty; // Attached
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								    //@}
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								protected:
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								    /// From Freezable
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								    //@{
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								    Ptr<Freezable> CreateInstanceCore() const override;
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								    //@}
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								    /// From Timeline
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								    //@{
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								    void OnClockDestroyed(const Clock* clock) override;
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								    //@}
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								private:
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								    void InternalBegin(FrameworkElement* target, FrameworkElement* nameScope,
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								        HandoffBehavior handoffBehavior, bool isControllable);
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								    void InternalSeek(FrameworkElement* target, const TimeSpan& offset, TimeSeekOrigin origin);
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								    void InternalPause(FrameworkElement* target);
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								    void InternalResume(FrameworkElement* target);
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								    void InternalRemove(FrameworkElement* target);
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								    bool InternalIsPlaying(FrameworkElement* target) const;
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								    bool InternalIsPaused(FrameworkElement* target) const;
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								    friend class TimeManager;
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								    void RegisterControllableClock(FrameworkElement* target, Clock* clock);
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								    void UnregisterControllableClock(FrameworkElement* target, bool removeClock, bool clearValue);
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								    typedef HashMap<FrameworkElement*, Clock*> Controllables;
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								    void UnregisterControllableClock(Controllables::Iterator it, bool removeClock, bool clearValue);
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								    void OnTargetDestroyed(DependencyObject* object);
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								    FrameworkElement* FindTarget() const;
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								    struct Animation
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								    {
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								        DependencyObject* target;
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								        const DependencyProperty* dp;
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								        AnimationClock* clock;
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								    };
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								    typedef Vector<Animation, 64> Animations;
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								    void ResolveTargets(FrameworkElement* fe, FrameworkElement* ns, Clock* clock,
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								        Animations& targets) const;
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								    AnimationTarget ResolveTarget(Timeline* timeline, FrameworkElement* fe,
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								        FrameworkElement* ns = 0) const;
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								    void AddPathElement(const PathElement& pathElement, void* context) const;
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								private:
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								    // NOTE: There is no CloneCommonCore because mControllables are not transferred to the
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								    //       cloned Storyboard
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								    Controllables mControllables;
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								    NS_DECLARE_REFLECTION(Storyboard, ParallelTimeline)
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								};
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								NS_WARNING_POP
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								}
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								#endif
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