Searched refs:mState (Results 1 - 11 of 11) sorted by relevance
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
H A D | Context.cpp | 41 mState.depthClearValue = 1.0f; 42 mState.stencilClearValue = 0; 44 mState.cullFace = false; 45 mState.cullMode = GL_BACK; 46 mState.frontFace = GL_CCW; 47 mState.depthTest = false; 48 mState.depthFunc = GL_LESS; 49 mState.blend = false; 50 mState.sourceBlendRGB = GL_ONE; 51 mState [all...] |
H A D | Context.h | 456 State mState; member in class:gl::Context
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/external/replicaisland/src/com/replica/replicaisland/ |
H A D | DoorAnimationComponent.java | 40 private int mState; field in class:DoorAnimationComponent 56 mState = STATE_CLOSED; 73 mState = STATE_OPEN; 79 if (mState == STATE_CLOSING) { 91 mState = STATE_OPENING; 112 mState = STATE_CLOSED; 118 if (mState == STATE_OPENING) { 122 mState = STATE_CLOSING; 145 && (mState == STATE_CLOSED || mState [all...] |
H A D | EnemyAnimationComponent.java | 45 private AnimationState mState; field in class:EnemyAnimationComponent 56 mState = AnimationState.IDLING; 69 switch(mState) { 77 mState = AnimationState.ATTACKING; 79 mState = AnimationState.HIDING; 81 mState = AnimationState.MOVING; 98 mState = AnimationState.ATTACKING; 100 mState = AnimationState.HIDING; 102 mState = AnimationState.IDLING; 109 mState [all...] |
H A D | SleeperComponent.java | 34 private int mState; field in class:SleeperComponent 49 mState = STATE_SLEEPING; 63 mState = STATE_SLEEPING; 67 switch(mState) { 70 mState = STATE_WAKING; 78 mState = STATE_ATTACKING; 86 mState = STATE_SLAM; 93 mState = STATE_SLEEPING;
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H A D | PopOutComponent.java | 35 private int mState; field in class:PopOutComponent 56 mState = STATE_HIDDEN; 74 switch(mState) { 78 mState = STATE_VISIBLE; 85 mState = STATE_HIDDEN; 89 mState = STATE_ATTACKING; 95 mState = STATE_VISIBLE;
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H A D | PlayerComponent.java | 65 private State mState; field in class:PlayerComponent 100 mState = State.MOVE; 228 if (mInventory != null && mState != State.WIN) { 258 if (mInvincibleEndTime > 0.0f && (mInvincibleEndTime < gameTime || mState == State.DEAD)) { 268 if (mState != State.DEAD && mState != State.WIN ) { 275 } else if (mState != State.HIT_REACT 292 switch(mState) { 328 mState = State.MOVE; 377 mState [all...] |
/external/opencv/cv/src/ |
H A D | cvmoments.cpp | 511 // mState - moment structure filled by one of the icvMoments[Binary]*** function 518 cvGetHuMoments( CvMoments * mState, CvHuMoments * HuState ) argument 524 if( !mState || !HuState ) 528 double m00s = mState->inv_sqrt_m00, m00 = m00s * m00s, s2 = m00 * m00, s3 = s2 * m00s; 530 double nu20 = mState->mu20 * s2, 531 nu11 = mState->mu11 * s2, 532 nu02 = mState->mu02 * s2, 533 nu30 = mState->mu30 * s3, 534 nu21 = mState->mu21 * s3, nu12 = mState [all...] |
/external/mdnsresponder/mDNSCore/ |
H A D | mDNSEmbeddedAPI.h | 1248 mergeState_t mState; // Unicast Record Registrations merge state member in struct:AuthRecord_struct
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H A D | uDNS.c | 2728 if (rr->mState == mergeState_DontMerge) {debugf("IsRecordMergeable Dontmerge true %s", ARDisplayString(m, rr));return mDNSfalse;} 2758 rr->mState = mergeState_DontMerge;
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H A D | DNSCommon.c | 1083 rr->mState = mergeState_Zero;
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