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  /external/jmonkeyengine/engine/src/core/com/jme3/cinematic/
PlayState.java 43 /**The animatable has been paused*/
44 Paused,
Cinematic.java 98 if (playState == PlayState.Paused) {
101 if (ce.getPlayState() == PlayState.Paused) {
  /external/chromium_org/cc/animation/
animation.cc 23 "Paused",
78 if (run_state_ == Running || run_state_ == Paused)
108 if (run_state == Running && run_state_ == Paused)
110 else if (run_state == Paused)
136 SetRunState(Paused, monotonic_time);
162 // If we're paused, time is 'stuck' at the pause time.
163 if (run_state_ == Paused)
167 // subtract all time spent paused.
230 if (run_state_ == Animation::Paused ||
231 other->run_state_ == Animation::Paused) {
    [all...]
animation_unittest.cc 86 anim->SetRunState(Animation::Paused, 0.5);
143 anim->SetRunState(Animation::Paused, 0.0);
161 anim->SetRunState(Animation::Paused, 0.0);
179 anim->SetRunState(Animation::Paused, 2.0);
196 EXPECT_EQ(Animation::Paused, anim->run_state());
198 EXPECT_EQ(Animation::Paused, anim->run_state());
animation.h 17 // Specifically, the affected property, the run state (paused, finished, etc.),
18 // loop count, last pause time, and the total time spent paused.
28 // state. Running animations may toggle between Running and Paused, and may be
39 Paused,
164 // This is used for resuming paused animations -- an animation is added with a
172 // When an animation is suspended, it behaves as if it is paused and it also
178 // spent while paused. This is not included in AnimationState since it
layer_animation_controller.cc 42 Animation::Paused, time_offset + active_animations_[i]->start_time());
97 active_animations_[i]->SetRunState(Animation::Paused, monotonic_time);
105 if (active_animations_[i]->run_state() == Animation::Paused)
644 active_animations_[i]->run_state() == Animation::Paused) {
layer_animation_controller_unittest.cc 134 EXPECT_EQ(Animation::Paused,
140 EXPECT_EQ(Animation::Paused,
    [all...]
  /development/samples/RandomMusicPlayer/src/com/example/android/musicplayer/
MusicService.java 89 // paused in this state if we don't have audio focus. But we stay in this state
91 Paused // playback paused (media player ready!)
105 UserRequest, // paused by user request
106 FocusLoss, // paused because of audio focus loss
109 // why did we pause? (only relevant if mState == State.Paused)
227 if (mState == State.Paused || mState == State.Stopped) {
251 else if (mState == State.Paused) {
252 // If we're paused, just continue playback and restore the 'foreground service' state.
275 mState = State.Paused;
    [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/main/
transformfeedback.c 387 ctx->TransformFeedback.CurrentObject->Paused = GL_FALSE;
796 !ctx->TransformFeedback.CurrentObject->Paused) {
798 "glBindTransformFeedback(transform is active, or not paused)");
866 if (!obj->Active || obj->Paused) {
868 "glPauseTransformFeedback(feedback not active or already paused)");
873 obj->Paused = GL_TRUE;
892 if (!obj->Active || !obj->Paused) {
894 "glResumeTransformFeedback(feedback not active or not paused)");
899 obj->Paused = GL_FALSE;
api_validate.c 262 !ctx->TransformFeedback.CurrentObject->Paused) {
  /external/mesa3d/src/mesa/main/
transformfeedback.c 387 ctx->TransformFeedback.CurrentObject->Paused = GL_FALSE;
796 !ctx->TransformFeedback.CurrentObject->Paused) {
798 "glBindTransformFeedback(transform is active, or not paused)");
866 if (!obj->Active || obj->Paused) {
868 "glPauseTransformFeedback(feedback not active or already paused)");
873 obj->Paused = GL_TRUE;
892 if (!obj->Active || !obj->Paused) {
894 "glResumeTransformFeedback(feedback not active or not paused)");
899 obj->Paused = GL_FALSE;
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/
brw_gs.c 193 !ctx->TransformFeedback.CurrentObject->Paused) {
gen6_sol.c 51 if (xfb_obj->Active && !xfb_obj->Paused &&
gen7_sol_state.c 241 bool active = xfb_obj->Active && !xfb_obj->Paused;
brw_draw.c 387 !brw->intel.ctx.TransformFeedback.CurrentObject->Paused) {
  /external/jmonkeyengine/engine/src/core/com/jme3/cinematic/events/
AbstractCinematicEvent.java 166 playState = PlayState.Paused;
176 * place here the code you want to execute when the event is paused
PositionTrack.java 80 if (playState != playState.Paused) {
RotationTrack.java 80 if (playState != playState.Paused) {
ScaleTrack.java 80 if (playState != playState.Paused) {
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_gs.c 193 !ctx->TransformFeedback.CurrentObject->Paused) {
gen6_sol.c 51 if (xfb_obj->Active && !xfb_obj->Paused &&
gen7_sol_state.c 241 bool active = xfb_obj->Active && !xfb_obj->Paused;
brw_draw.c 387 !brw->intel.ctx.TransformFeedback.CurrentObject->Paused) {
  /external/jmonkeyengine/engine/src/android/com/jme3/audio/android/
AndroidAudioRenderer.java 420 * Resume all paused sounds.
439 src.setStatus(Status.Paused);
458 src.setStatus(Status.Paused);
  /external/jmonkeyengine/engine/src/core/com/jme3/audio/
AudioNode.java 97 * The audio node is currently paused.
99 Paused,

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