/external/vulkan-validation-layers/demos/smoke/ |
Main.cpp | 30 Game *create_game(int argc, char **argv) 44 Game *game = create_game(argc, argv); local 46 ShellXcb shell(*game); 49 delete game; 61 Game *game = create_game(0, nullptr); local 64 ShellAndroid shell(*app, *game); 67 __android_log_print(ANDROID_LOG_ERROR, game->settings().name.c_str(), 71 delete game; 80 Game *game = create_game(argc, argv); local [all...] |
Game.h | 31 class Game { 33 Game(const Game &game) = delete; member in class:Game 34 Game &operator=(const Game &game) = delete; member in class:Game 35 virtual ~Game() {} 78 Game(const std::string &name, const std::vector<std::string> &args)
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ShellWin32.cpp | 28 #include "Game.h" 64 ShellWin32::ShellWin32(Game &game) : Shell(game), hwnd_(nullptr) 171 Game::Key key; 175 key = Game::KEY_ESC; 178 key = Game::KEY_UP; 181 key = Game::KEY_DOWN; 184 key = Game::KEY_SPACE; 187 key = Game::KEY_UNKNOWN [all...] |
Shell.h | 31 #include "Game.h" 33 class Game; 87 Shell(Game &game); 102 Game &game_; 103 const Game::Settings &settings_;
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ShellXcb.h | 31 ShellXcb(Game &game);
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ShellXcb.cpp | 29 #include "Game.h" 90 ShellXcb::ShellXcb(Game &game) : Shell(game) 224 Game::Key key; 229 key = Game::KEY_ESC; 232 key = Game::KEY_UP; 235 key = Game::KEY_DOWN; 238 key = Game::KEY_SPACE; 241 key = Game::KEY_UNKNOWN [all...] |
ShellAndroid.h | 31 ShellAndroid(android_app &app, Game &game);
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ShellWin32.h | 31 ShellWin32(Game &game);
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ShellAndroid.cpp | 29 #include "Game.h" 74 ShellAndroid::ShellAndroid(android_app &app, Game &game) : Shell(game), app_(app) 179 game_.on_key(Game::KEY_SPACE);
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Smoke.h | 37 #include "Game.h" 41 class Smoke : public Game {
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Smoke.cpp | 47 : Game("Smoke", args), multithread_(true), use_push_constants_(false), 95 Game::attach_shell(sh); 170 Game::detach_shell();
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Shell.cpp | 31 #include "Game.h" 33 Shell::Shell(Game &game) 34 : game_(game), settings_(game.settings()), ctx_(), 243 // requires only GRAPHICS for game queues
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/external/libgdx/gdx/src/com/badlogic/gdx/ |
Game.java | 26 public abstract class Game implements ApplicationListener {
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/prebuilts/go/darwin-x86/doc/play/ |
life.go | 1 // An implementation of Conway's Game of Life. 53 // Return next state according to the game rules: 60 // Life stores the state of a round of Conway's Game of Life. 66 // NewLife returns a new Life game state with a random initial state. 78 // Step advances the game by one instant, recomputing and updating all cells. 90 // String returns the game board as a string.
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/prebuilts/go/linux-x86/doc/play/ |
life.go | 1 // An implementation of Conway's Game of Life. 53 // Return next state according to the game rules: 60 // Life stores the state of a round of Conway's Game of Life. 66 // NewLife returns a new Life game state with a random initial state. 78 // Step advances the game by one instant, recomputing and updating all cells. 90 // String returns the game board as a string.
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/prebuilts/go/darwin-x86/misc/cgo/gmp/ |
pi.go | 14 * Neither the name of "The Computer Language Benchmarks Game" nor the 32 /* The Computer Language Benchmarks Game
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/prebuilts/go/linux-x86/misc/cgo/gmp/ |
pi.go | 14 * Neither the name of "The Computer Language Benchmarks Game" nor the 32 /* The Computer Language Benchmarks Game
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/external/replicaisland/src/com/replica/replicaisland/ |
GameRenderer.java | 29 * GameRenderer the top-level rendering interface for the game engine. It is called by 56 private Game mGame; 64 public GameRenderer(Context context, Game game, int gameWidth, int gameHeight) { 66 mGame = game; 271 // ensure the same aspect ratio as the game
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Game.java | 27 * High-level setup object for the AndouKun game engine. 28 * This class sets up the core game engine objects and threads. It also passes events to the 29 * game thread from the main UI thread. 31 public class Game extends AllocationGuard { 47 public Game() { 56 * Creates core game objects and constructs the game engine object graph. Note that the 57 * game does not actually begin running after this function is called (see start() below). 104 // The root of the game graph. 149 // Camera must come after the game manager so that the camera target moves before the camera [all...] |
AndouKun.java | 46 * Core activity for the game. Sets up a surface view for OpenGL, bootstraps 47 * the game engine, and manages UI events. Also manages game progression, 48 * transitioning to other activites, save game, and input events. 70 private Game mGame; 126 mGame = new Game(); 144 // Make sure that old game information is cleared when we start a new game. 210 // if all else fails, start the game over. 501 * When the game thread needs to stop its own execution (to go to a new level, or restart th [all...] |
/frameworks/base/docs/html/ |
gms_navtree_data.js | [all...] |
/build/tools/droiddoc/templates-sdk/assets/js/ |
docs.js | [all...] |
/build/tools/droiddoc/templates-sdk-dev/assets/js/ |
docs.js | [all...] |