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Searched
defs:actors
(Results
1 - 5
of
5
) sorted by null
/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++) {
[
all
...]
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
[
all
...]
Completed in 116 milliseconds