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  /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
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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)
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
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Shell.h 31 #include "Game.h"
33 class Game;
87 Shell(Game &game);
102 Game &game_;
103 const Game::Settings &settings_;
ShellXcb.h 31 ShellXcb(Game &game);
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
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ShellAndroid.h 31 ShellAndroid(android_app &app, Game &game);
ShellWin32.h 31 ShellWin32(Game &game);
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);
Smoke.h 37 #include "Game.h"
41 class Smoke : public Game {
Smoke.cpp 47 : Game("Smoke", args), multithread_(true), use_push_constants_(false),
95 Game::attach_shell(sh);
170 Game::detach_shell();
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
  /external/libgdx/gdx/src/com/badlogic/gdx/
Game.java 26 public abstract class Game implements ApplicationListener {
  /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.
  /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.
  /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
  /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
  /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
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
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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
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  /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...]

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