Searched refs:fRunning (Results 1 – 4 of 4) sorted by relevance
67 if (fRunning) { in onAnimate()72 fRunning = false; in onAnimate()109 fRunning = !fRunning; in onQuery()131 bool fRunning = false; member in SampleAnimatedImage
200 fRunning.reset(); in loadEffects()271 fRunning.push_back({ fPlayPosition, fLoaded[i].fName, effect }); in draw()289 for (int i = 0; i < fRunning.count(); ++i) { in draw()291 bool remove = ImGui::Button("X") || !fRunning[i].fEffect->isAlive(); in draw()293 ImGui::Text("%4g, %4g %5d %s", fRunning[i].fPosition.fX, fRunning[i].fPosition.fY, in draw()294 fRunning[i].fEffect->getCount(), fRunning[i].fName.c_str()); in draw()296 fRunning.removeShuffle(i); in draw()317 for (const auto& effect : fRunning) { in draw()327 for (const auto& effect : fRunning) { in animate()
53 SkTArray<RunningEffect> fRunning; variable