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

/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
H A DContext.cpp41 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 DContext.h456 State mState; member in class:gl::Context
/external/replicaisland/src/com/replica/replicaisland/
H A DDoorAnimationComponent.java40 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 DEnemyAnimationComponent.java45 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 DSleeperComponent.java34 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;
H A DPopOutComponent.java35 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;
H A DPlayerComponent.java65 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 Dcvmoments.cpp511 // 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 DmDNSEmbeddedAPI.h1248 mergeState_t mState; // Unicast Record Registrations merge state member in struct:AuthRecord_struct
H A DuDNS.c2728 if (rr->mState == mergeState_DontMerge) {debugf("IsRecordMergeable Dontmerge true %s", ARDisplayString(m, rr));return mDNSfalse;}
2758 rr->mState = mergeState_DontMerge;
H A DDNSCommon.c1083 rr->mState = mergeState_Zero;

Completed in 181 milliseconds