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74 lines
2.0 KiB
74 lines
2.0 KiB
namespace Avalonia.Threading
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{
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/// <summary>
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/// Defines the priorities with which jobs can be invoked on a <see cref="Dispatcher"/>.
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/// </summary>
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// TODO: These are copied from WPF - many won't apply to Avalonia.
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public enum DispatcherPriority
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{
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/// <summary>
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/// Minimum possible priority
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/// </summary>
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MinValue = 1,
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/// <summary>
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/// The job will be processed when the system is idle.
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/// </summary>
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SystemIdle = 1,
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/// <summary>
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/// The job will be processed when the application is idle.
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/// </summary>
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ApplicationIdle = 2,
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/// <summary>
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/// The job will be processed after background operations have completed.
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/// </summary>
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ContextIdle = 3,
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/// <summary>
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/// The job will be processed after other non-idle operations have completed.
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/// </summary>
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Background = 4,
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/// <summary>
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/// The job will be processed with the same priority as input.
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/// </summary>
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Input = 5,
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/// <summary>
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/// The job will be processed after layout and render but before input.
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/// </summary>
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Loaded = 6,
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/// <summary>
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/// The job will be processed with the same priority as render.
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/// </summary>
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Render = 7,
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/// <summary>
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/// The job will be processed with the same priority as render.
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/// </summary>
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Layout = 8,
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/// <summary>
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/// The job will be processed with the same priority as data binding.
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/// </summary>
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DataBind = 9,
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/// <summary>
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/// The job will be processed with normal priority.
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/// </summary>
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Normal = 10,
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/// <summary>
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/// The job will be processed before other asynchronous operations.
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/// </summary>
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Send = 11,
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/// <summary>
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/// Maximum possible priority
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/// </summary>
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MaxValue = 11
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}
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}
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