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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
SimpleStageCullingTest.java 38 /** This is a simple demonstration of how to perform VERY basic culling on hierarchies of stage actors that do not scale or rotate.
39 * It is not a general solution as it assumes that actors and groups are only translated (moved, change their x/y coordinates).
52 /** whether we are visible or not, used for counting visible actors **/
76 // actors coordinates which are relative to its parent
82 // coordinates to this actors coordinates. Note that
120 // populate the stage with some actors and groups.
128 // we also want to output the number of visible actors, so we need a SpriteBatch and a BitmapFont
137 // check how many actors are visible.
138 Array<Actor> actors = stage.getActors(); local
140 for (int i = 0; i < actors.size; i++) {
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StagePerformanceTest.java 84 Array<Actor> actors = root.getChildren(); local
85 // for(int i = 0; i < actors.size(); i++) {
86 // actors.get(i).rotation += 45 * Gdx.graphics.getDeltaTime();
StageTest.java 186 Array<Actor> actors = stage.getActors(); local
187 int len = actors.size;
190 actors.get(i).rotateBy(Gdx.graphics.getDeltaTime() * 10);
222 len = actors.size;
224 Group group = (Group)actors.get(i);
229 fps.setText("fps: " + Gdx.graphics.getFramesPerSecond() + ", actors " + sprites.size + ", groups " + sprites.size);
  /external/opencv3/modules/viz/src/
vizimpl.cpp 323 vtkPropCollection* actors = renderer_->GetViewProps(); local
324 actors->InitTraversal();
326 while ((current_actor = actors->GetNextProp()) != NULL)
522 vtkActorCollection * actors = renderer_->GetActors(); local
523 actors->InitTraversal();
529 while ((actor = actors->GetNextActor()) != NULL)
535 while ((actor = actors->GetNextActor()) != NULL)
541 while ((actor = actors->GetNextActor()) != NULL)
  /external/libgdx/gdx/src/com/badlogic/gdx/scenes/scene2d/
Group.java 29 /** 2D scene graph node that may contain other actors.
31 * Actors have a z-order equal to the order they were inserted into the group. Actors inserted later will be drawn on top of
32 * actors added earlier. Touch events that hit more than one actor are distributed to topmost actors first.
47 Actor[] actors = children.begin(); local
49 actors[i].act(delta);
68 Actor[] actors = children.begin(); local
78 Actor child = actors[i];
90 Actor child = actors[i]
149 Actor[] actors = children.begin(); local
329 Actor[] actors = children.begin(); local
453 Actor[] actors = children.begin(); local
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