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Searched refs:mState (Results 1 – 11 of 11) sorted by relevance

/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
DContext.cpp41 mState.depthClearValue = 1.0f; in Context()
42 mState.stencilClearValue = 0; in Context()
44 mState.cullFace = false; in Context()
45 mState.cullMode = GL_BACK; in Context()
46 mState.frontFace = GL_CCW; in Context()
47 mState.depthTest = false; in Context()
48 mState.depthFunc = GL_LESS; in Context()
49 mState.blend = false; in Context()
50 mState.sourceBlendRGB = GL_ONE; in Context()
51 mState.sourceBlendAlpha = GL_ONE; in Context()
[all …]
DContext.h456 State mState; variable
/external/replicaisland/src/com/replica/replicaisland/
DDoorAnimationComponent.java40 private int mState; field in DoorAnimationComponent
56 mState = STATE_CLOSED; in reset()
73 mState = STATE_OPEN; in open()
79 if (mState == STATE_CLOSING) { in open()
91 mState = STATE_OPENING; in open()
112 mState = STATE_CLOSED; in close()
118 if (mState == STATE_OPENING) { in close()
122 mState = STATE_CLOSING; in close()
145 && (mState == STATE_CLOSED || mState == STATE_CLOSING)) { in update()
149 && (mState == STATE_OPEN || mState == STATE_OPENING)) { in update()
[all …]
DEnemyAnimationComponent.java45 private AnimationState mState; field in EnemyAnimationComponent
56 mState = AnimationState.IDLING; in reset()
69 switch(mState) { in update()
77 mState = AnimationState.ATTACKING; in update()
79 mState = AnimationState.HIDING; in update()
81 mState = AnimationState.MOVING; in update()
98 mState = AnimationState.ATTACKING; in update()
100 mState = AnimationState.HIDING; in update()
102 mState = AnimationState.IDLING; in update()
109 mState = AnimationState.IDLING; in update()
[all …]
DSleeperComponent.java34 private int mState; field in SleeperComponent
49 mState = STATE_SLEEPING; in reset()
63 mState = STATE_SLEEPING; in update()
67 switch(mState) { in update()
70 mState = STATE_WAKING; in update()
78 mState = STATE_ATTACKING; in update()
86 mState = STATE_SLAM; in update()
93 mState = STATE_SLEEPING; in update()
DPopOutComponent.java35 private int mState; field in PopOutComponent
56 mState = STATE_HIDDEN; in reset()
74 switch(mState) { in update()
78 mState = STATE_VISIBLE; in update()
85 mState = STATE_HIDDEN; in update()
89 mState = STATE_ATTACKING; in update()
95 mState = STATE_VISIBLE; in update()
DPlayerComponent.java65 private State mState; field in PlayerComponent
100 mState = State.MOVE; in reset()
228 if (mInventory != null && mState != State.WIN) { in update()
258 if (mInvincibleEndTime > 0.0f && (mInvincibleEndTime < gameTime || mState == State.DEAD)) { in update()
268 if (mState != State.DEAD && mState != State.WIN ) { in update()
275 } else if (mState != State.HIT_REACT in update()
292 switch(mState) { in update()
328 mState = State.MOVE; in gotoMove()
377 mState = State.STOMP; in gotoStomp()
427 if (mState != State.FROZEN) { in gotoHitReact()
[all …]
/external/opencv/cv/src/
Dcvmoments.cpp518 cvGetHuMoments( CvMoments * mState, CvHuMoments * HuState ) in cvGetHuMoments() argument
524 if( !mState || !HuState ) in cvGetHuMoments()
528 double m00s = mState->inv_sqrt_m00, m00 = m00s * m00s, s2 = m00 * m00, s3 = s2 * m00s; in cvGetHuMoments()
530 double nu20 = mState->mu20 * s2, in cvGetHuMoments()
531 nu11 = mState->mu11 * s2, in cvGetHuMoments()
532 nu02 = mState->mu02 * s2, in cvGetHuMoments()
533 nu30 = mState->mu30 * s3, in cvGetHuMoments()
534 nu21 = mState->mu21 * s3, nu12 = mState->mu12 * s3, nu03 = mState->mu03 * s3; in cvGetHuMoments()
/external/mdnsresponder/mDNSCore/
DmDNSEmbeddedAPI.h1248 mergeState_t mState; // Unicast Record Registrations merge state member
DuDNS.c2728 …if (rr->mState == mergeState_DontMerge) {debugf("IsRecordMergeable Dontmerge true %s", ARDisplaySt… in IsRecordMergeable()
2758 rr->mState = mergeState_DontMerge; in RRMergeFailure()
DDNSCommon.c1083 rr->mState = mergeState_Zero; in mDNS_SetupResourceRecord()