Searched refs:mState (Results 1 – 11 of 11) sorted by relevance
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
D | Context.cpp | 41 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 …]
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D | Context.h | 456 State mState; variable
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/external/replicaisland/src/com/replica/replicaisland/ |
D | DoorAnimationComponent.java | 40 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 …]
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D | EnemyAnimationComponent.java | 45 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 …]
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D | SleeperComponent.java | 34 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()
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D | PopOutComponent.java | 35 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()
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D | PlayerComponent.java | 65 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 …]
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/external/opencv/cv/src/ |
D | cvmoments.cpp | 518 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()
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/external/mdnsresponder/mDNSCore/ |
D | mDNSEmbeddedAPI.h | 1248 mergeState_t mState; // Unicast Record Registrations merge state member
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D | uDNS.c | 2728 …if (rr->mState == mergeState_DontMerge) {debugf("IsRecordMergeable Dontmerge true %s", ARDisplaySt… in IsRecordMergeable() 2758 rr->mState = mergeState_DontMerge; in RRMergeFailure()
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D | DNSCommon.c | 1083 rr->mState = mergeState_Zero; in mDNS_SetupResourceRecord()
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