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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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...]