// Update currentStates properties to cachedImagePropertyMap
if(currentStates.changed)
{
- UpdateImage(ImageVisualProperty.LoopCount, new PropertyValue(currentStates.loopCount));
- UpdateImage(ImageVisualProperty.StopBehavior, new PropertyValue((int)currentStates.stopEndAction));
- UpdateImage(ImageVisualProperty.LoopingMode, new PropertyValue((int)currentStates.loopMode));
- UpdateImage(ImageVisualProperty.RedrawInScalingDown, new PropertyValue(currentStates.redrawInScalingDown));
+ UpdateImage(ImageVisualProperty.LoopCount, new PropertyValue(currentStates.loopCount), false);
+ UpdateImage(ImageVisualProperty.StopBehavior, new PropertyValue((int)currentStates.stopEndAction), false);
+ UpdateImage(ImageVisualProperty.LoopingMode, new PropertyValue((int)currentStates.loopMode), false);
+ UpdateImage(ImageVisualProperty.RedrawInScalingDown, new PropertyValue(currentStates.redrawInScalingDown), false);
// Do not cache PlayRange and TotalFrameNumber into cachedImagePropertyMap.
// (To keep legacy implements behaviour)
}
using PropertyValue animatiedImage = new PropertyValue((int)Visual.Type.AnimatedVectorImage);
- UpdateImage(Visual.Property.Type, animatiedImage);
+ UpdateImage(Visual.Property.Type, animatiedImage, false);
base.UpdateImage();
}