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    Searched defs:fire (Results 1 - 14 of 14) sorted by null

  /external/chromium_org/chrome/browser/resources/signin_internals/
signin_internals.js 96 Event.prototype.fire = function() {
  /frameworks/av/media/libstagefright/include/
TimedEventQueue.h 46 virtual void fire(TimedEventQueue *queue, int64_t now_us) = 0;
97 // it will fire as soon as possible.
102 // removed from the queue and won't fire.
125 virtual void fire(TimedEventQueue *queue, int64_t /* now_us */) { function in struct:android::TimedEventQueue::StopEvent
  /development/samples/ApiDemos/src/com/example/android/apis/view/
GameView.java 121 // Handle DPad keys and fire button on initial down but not on auto-repeat.
147 fire(); method
308 private void fire() {
  /external/chromium_org/third_party/WebKit/Source/core/workers/
WorkerRunLoop.cpp 106 void fire() { m_sharedTimerFunction(); } function in class:WebCore::WorkerSharedTimer
231 m_sharedTimer->fire();
  /external/replicaisland/src/com/replica/replicaisland/
LauncherComponent.java 74 fire(mShot, parentObject, mAngle); method
95 fire(mShot, parentObject, mAngle); method
104 private void fire(GameObject object, GameObject parentObject, float mAngle) { method in class:LauncherComponent
  /development/samples/ControllerSample/src/com/example/controllersample/
GameView.java 485 * Any gamepad button + the spacebar or DPAD_CENTER will be used as the fire
489 * @return true of it's a fire key.
734 private void fire() { method in class:GameView.Ship
746 // Handle DPad keys and fire button on initial down but not on
773 fire(); method
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  /frameworks/av/media/libstagefright/
AwesomePlayer.cpp 92 virtual void fire(TimedEventQueue * /* queue */, int64_t /* now_us */) { function in struct:android::AwesomeEvent
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