Storyboard.Remove Method

Definition

Removes the Clock objects that were created for this Storyboard. Animations that belong to this Storyboard no longer affect the properties they once animated, regardless of their FillBehavior setting.

Overloads

Remove()

Removes the Clock objects that were created for this Storyboard. Animations that belong to this Storyboard no longer affect the properties they once animated, regardless of their FillBehavior setting.

Remove(FrameworkContentElement)

Removes the Clock objects that were created for this Storyboard. Animations that belong to this Storyboard no longer affect the properties they once animated, regardless of their FillBehavior setting.

Remove(FrameworkElement)

Removes the Clock objects that were created for this Storyboard. Animations that belong to this Storyboard no longer affect the properties they once animated, regardless of their FillBehavior setting.

Remove()

Removes the Clock objects that were created for this Storyboard. Animations that belong to this Storyboard no longer affect the properties they once animated, regardless of their FillBehavior setting.

public:
 void Remove();
public void Remove ();
member this.Remove : unit -> unit
Public Sub Remove ()

Remarks

A controllable storyboard can pause, resume, seek, stop, and be removed. To make a storyboard controllable in code, you must use the appropriate overload of the storyboard's Begin method and specify true to make it controllable. For an example, see How to: Control a Storyboard After It Starts.

All interactive actions taken on a Clock, and therefore also on a Storyboard, occur on the next tick of the timing engine, which happens shortly before the next render. This means that the Remove method still affects the animated properties until this time. In other words, the next time the frame is displayed, the storyboard is removed. If you need to disassociate an animation from a property before this time, use the BeginAnimation method with an animation parameter value of null.

Applies to

Remove(FrameworkContentElement)

Removes the Clock objects that were created for this Storyboard. Animations that belong to this Storyboard no longer affect the properties they once animated, regardless of their FillBehavior setting.

public:
 void Remove(System::Windows::FrameworkContentElement ^ containingObject);
public void Remove (System.Windows.FrameworkContentElement containingObject);
member this.Remove : System.Windows.FrameworkContentElement -> unit
Public Sub Remove (containingObject As FrameworkContentElement)

Parameters

containingObject
FrameworkContentElement

The object specified when the Begin(FrameworkContentElement, Boolean) method was called. This object contains the Clock objects that were created for this storyboard and its children.

Remarks

To interactively control this storyboard, you must use the same containingObject parameter when calling the interactive methods that you used to begin the storyboard. A controllable storyboard can pause, resume, seek, stop, and be removed. To make a storyboard controllable in code, you must use the appropriate overload of the storyboard's Begin method and specify true to make it controllable. For an example, see How to: Control a Storyboard After It Starts.

Removing a storyboard's clock triggers the RemoveRequested event.

Applies to

Remove(FrameworkElement)

Removes the Clock objects that were created for this Storyboard. Animations that belong to this Storyboard no longer affect the properties they once animated, regardless of their FillBehavior setting.

public:
 void Remove(System::Windows::FrameworkElement ^ containingObject);
public void Remove (System.Windows.FrameworkElement containingObject);
member this.Remove : System.Windows.FrameworkElement -> unit
Public Sub Remove (containingObject As FrameworkElement)

Parameters

containingObject
FrameworkElement

The object specified when the Begin(FrameworkElement, Boolean) method was called. This object contains the Clock objects that were created for this storyboard and its children.

Remarks

To interactively control this storyboard, you must use the same containingObject parameter when calling the interactive methods that you used to begin the storyboard. A controllable storyboard can pause, resume, seek, stop, and be removed. To make a storyboard controllable in code, you must use the appropriate overload of the storyboard's Begin method and specify true to make it controllable. For an example, see How to: Control a Storyboard After It Starts.

Removing a storyboard's clock triggers the RemoveRequested event.

Applies to