DispatcherPriority Structure

Defines the priorities with which jobs can be invoked on a Dispatcher.

Definition

Namespace: Avalonia.Threading
Assembly: Avalonia.Base (in Avalonia.Base.dll) Version: 11.3.999
public readonly struct DispatcherPriority : IEquatable<DispatcherPriority>, 
	IComparable<DispatcherPriority>
Inheritance
Object    ValueType    DispatcherPriority
Implements
IComparableDispatcherPriority, IEquatableDispatcherPriority

Properties

Value The integer value of the priority

Methods

CompareTo(DispatcherPriority)Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object.
Equals(DispatcherPriority)Indicates whether the current object is equal to another object of the same type.
Equals(Object)Indicates whether this instance and a specified object are equal.
(Overrides ValueTypeEquals(Object))
FromValue(Int32) 
GetHashCodeReturns the hash code for this instance.
(Overrides ValueTypeGetHashCode)
GetTypeGets the Type of the current instance.
(Inherited from Object)
ToString
(Overrides ValueTypeToString)
Validate(DispatcherPriority, String) 

Operators

Fields

ApplicationIdle The job will be processed when the application is idle.
AsyncRenderTargetResize A special priority for platforms that resize the render target in asynchronous-ish matter, should be changed into event grouping in the platform backend render
Background The job will be processed after other non-idle operations have completed.
BeforeRender A special platform hook for jobs to be executed before the normal render cycle
ContextIdle The job will be processed after background operations have completed.
Default The lowest foreground dispatcher priority
Inactive A dispatcher priority for jobs that shouldn't be executed yet
Input The job will be processed with the same priority as input.
Invalid Used internally in dispatcher code
Loaded The job will be processed after layout and render but before input.
MaxValue Maximum possible priority
Normal The job will be processed with normal priority.
Render The job will be processed with the same priority as render.
Send The job will be processed before other asynchronous operations.
SystemIdle The job will be processed when the system is idle.
UiThreadRender A special priority for platforms with UI render timer or for forced full rasterization requests

See Also