/external/jmonkeyengine/engine/src/core/com/jme3/cinematic/ |
PlayState.java | 43 /**The animatable has been paused*/ 44 Paused,
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Cinematic.java | 98 if (playState == PlayState.Paused) { 101 if (ce.getPlayState() == PlayState.Paused) {
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/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());
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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
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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) {
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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;
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api_validate.c | 262 !ctx->TransformFeedback.CurrentObject->Paused) {
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/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;
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/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/ |
brw_gs.c | 193 !ctx->TransformFeedback.CurrentObject->Paused) {
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gen6_sol.c | 51 if (xfb_obj->Active && !xfb_obj->Paused &&
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gen7_sol_state.c | 241 bool active = xfb_obj->Active && !xfb_obj->Paused;
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brw_draw.c | 387 !brw->intel.ctx.TransformFeedback.CurrentObject->Paused) {
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/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
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PositionTrack.java | 80 if (playState != playState.Paused) {
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RotationTrack.java | 80 if (playState != playState.Paused) {
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ScaleTrack.java | 80 if (playState != playState.Paused) {
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_gs.c | 193 !ctx->TransformFeedback.CurrentObject->Paused) {
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gen6_sol.c | 51 if (xfb_obj->Active && !xfb_obj->Paused &&
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gen7_sol_state.c | 241 bool active = xfb_obj->Active && !xfb_obj->Paused;
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brw_draw.c | 387 !brw->intel.ctx.TransformFeedback.CurrentObject->Paused) {
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/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);
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/external/jmonkeyengine/engine/src/core/com/jme3/audio/ |
AudioNode.java | 97 * The audio node is currently paused. 99 Paused,
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