/external/replicaisland/src/com/replica/replicaisland/ |
InventoryComponent.java | 44 HudSystem hud = sSystemRegistry.hudSystem; local 45 if (hud != null) { 46 hud.updateInventory(mInventory);
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TheSourceComponent.java | 120 HudSystem hud = sSystemRegistry.hudSystem; local 121 if (hud != null) { 122 hud.startFade(false, 1.5f); 123 hud.sendGameEventOnFadeComplete(mGameEvent, mGameEventIndex);
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PlayerComponent.java | 318 final HudSystem hud = sSystemRegistry.hudSystem; local 320 if (hud != null) { 321 hud.setFuelPercent(mFuel / FUEL_AMOUNT); 465 HudSystem hud = sSystemRegistry.hudSystem; local 466 if (hud != null && !hud.isFading()) { 468 hud.startFade(false, 1.5f); 469 hud.sendGameEventOnFadeComplete(GameFlowEvent.EVENT_RESTART_LEVEL, 0); 491 HudSystem hud = sSystemRegistry.hudSystem; local 492 if (hud != null && !hud.isFading()) [all...] |
Game.java | 167 HudSystem hud = new HudSystem(); local 168 hud.setFuelDrawable( 173 hud.setFadeTexture(longTermTextureLibrary.allocateTexture(R.drawable.black)); 174 hud.setButtonDrawables( 218 hud.setDigitDrawables(digits, xDrawable); 219 hud.setCollectableDrawables( 225 BaseObject.sSystemRegistry.hudSystem = hud; 227 hud.setShowFPS(true); 229 gameRoot.add(hud); 344 HudSystem hud = BaseObject.sSystemRegistry.hudSystem local [all...] |
NPCComponent.java | 130 HudSystem hud = sSystemRegistry.hudSystem; local 132 if (hud != null) { 133 hud.startFade(false, 1.5f); 134 hud.sendGameEventOnFadeComplete(mGameEvent, mGameEventIndex); 289 HudSystem hud = sSystemRegistry.hudSystem; local 291 if (hud != null) { 292 hud.startFade(false, 1.5f); 293 hud.sendGameEventOnFadeComplete(GameFlowEvent.EVENT_GO_TO_NEXT_LEVEL, 0);
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InputGameInterface.java | 248 // This doesn't seem like exactly the right place to write to the HUD, but on the other hand, 249 // putting this code elsewhere causes dependencies between exact HUD content and physics, which 251 final HudSystem hud = sSystemRegistry.hudSystem; local 252 if (hud != null) { 253 hud.setButtonState(mJumpButton.getPressed(), mAttackButton.getPressed(), mDirectionalPad.getPressed()); 254 hud.setMovementSliderOffset(sliderOffset);
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/external/chromium_org/ash/ |
root_window_controller.h | 139 // the widget showing a HUD is being destroyed (e.g. because of detaching a 140 // display), the HUD deletes itself. 141 void set_touch_hud_debug(TouchHudDebug* hud) { 142 touch_hud_debug_ = hud; 144 void set_touch_hud_projection(TouchHudProjection* hud) { 145 touch_hud_projection_ = hud; 260 // Enables projection touch HUD. 263 // Disables projection touch HUD.
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/external/chromium_org/ash/touch/ |
touch_hud_debug.cc | 378 internal::TouchHudDebug* hud = controller->touch_hud_debug(); local 379 if (hud) { 380 scoped_ptr<ListValue> list = hud->GetLogAsList(); 382 value->Set(base::Int64ToString(hud->display_id()), list.release());
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touch_observer_hud_unittest.cc | 192 aura::Window* GetRootWindowForTouchHud(internal::TouchObserverHUD* hud) { 193 return hud->root_window_; 196 views::Widget* GetWidgetForTouchHud(internal::TouchObserverHUD* hud) { 197 return hud->widget_; 218 // Add ash-touch-hud flag to enable debug touch HUD. This flag should be set 311 // Checks if debug touch HUD is correctly initialized for a single display. 316 // Check if touch HUD is set correctly and associated with appropriate 489 // Check if the display's touch HUD is set correctly. 494 // Checks projection touch HUD with a sequence of touch-pressed, touch-moved [all...] |
/external/chromium_org/cc/trees/ |
layer_tree_host_common_unittest.cc | 4242 scoped_ptr<HeadsUpDisplayLayerImpl> hud = local [all...] |