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    Searched refs:hud (Results 1 - 10 of 10) sorted by null

  /external/replicaisland/src/com/replica/replicaisland/
InventoryComponent.java 44 HudSystem hud = sSystemRegistry.hudSystem; local
45 if (hud != null) {
46 hud.updateInventory(mInventory);
TheSourceComponent.java 120 HudSystem hud = sSystemRegistry.hudSystem; local
121 if (hud != null) {
122 hud.startFade(false, 1.5f);
123 hud.sendGameEventOnFadeComplete(mGameEvent, mGameEventIndex);
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);
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);
  /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.
  /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());
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...]

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