A cross-platform UI framework for .NET
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// Copyright (c) The Avalonia Project. All rights reserved.
// Licensed under the MIT license. See licence.md file in the project root for full license information.
namespace Avalonia.Threading
{
/// <summary>
/// Defines the priorities with which jobs can be invoked on a <see cref="Dispatcher"/>.
/// </summary>
// TODO: These are copied from WPF - many won't apply to Avalonia.
public enum DispatcherPriority
{
/// <summary>
/// Minimum possible priority
/// </summary>
MinValue = 1,
/// <summary>
/// The job will be processed when the system is idle.
/// </summary>
SystemIdle = 1,
/// <summary>
/// The job will be processed when the application sis idle.
/// </summary>
ApplicationIdle = 2,
/// <summary>
/// The job will be processed after background operations have completed.
/// </summary>
ContextIdle = 3,
/// <summary>
/// The job will be processed after other non-idle operations have completed.
/// </summary>
Background = 4,
/// <summary>
/// The job will be processed with the same priority as input.
/// </summary>
Input = 5,
/// <summary>
/// The job will be processed after layout and render but before input.
/// </summary>
Loaded = 6,
/// <summary>
/// The job will be processed with the same priority as render.
/// </summary>
Render = 7,
/// <summary>
/// The job will be processed with the same priority as render.
/// </summary>
Layout = 8,
/// <summary>
/// The job will be processed with the same priority as data binding.
/// </summary>
DataBind = 9,
/// <summary>
/// The job will be processed with normal priority.
/// </summary>
Normal = 10,
/// <summary>
/// The job will be processed before other asynchronous operations.
/// </summary>
Send = 11,
/// <summary>
/// Maximum possible priority
/// </summary>
MaxValue = 11
}
}