/external/libgdx/gdx/src/com/badlogic/gdx/scenes/scene2d/actions/ |
EventAction.java | 5 import com.badlogic.gdx.scenes.scene2d.Actor; 10 /** Adds a listener to the actor for a specific event type and does not complete until {@link #handle(Event)} returns true. 34 public void setTarget (Actor newTarget) { 40 /** Called when the specific type of event occurs on the actor.
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TouchableAction.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor;
23 /** Sets the actor's {@link Actor#setTouchable(Touchable) touchability}.
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VisibleAction.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor;
22 /** Sets the actor's {@link Actor#setVisible(boolean) visibility}.
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AfterAction.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor;
23 /** Executes an action only after all other actions on the actor at the time this action's target was set have finished.
28 public void setTarget (Actor target) {
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ColorAction.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor;
22 /** Sets the actor's color (or a specified color), from the current to the new color. Note this action transitions from the color
55 /** Sets the color to modify. If null (the default), the {@link #getActor() actor's} {@link Actor#getColor() color} will be
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AddAction.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor;
22 /** Adds an action to an actor.
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AddListenerAction.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor; 23 /** Adds a listener to an actor.
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RemoveAction.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor; 22 /** Removes an action from an actor.
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RemoveActorAction.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor;
22 /** Removes an actor from the stage.
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RemoveListenerAction.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor; 23 /** Removes a listener from an actor.
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/external/libgdx/gdx/src/com/badlogic/gdx/scenes/scene2d/utils/ |
ClickListener.java | 21 import com.badlogic.gdx.scenes.scene2d.Actor;
26 /** Detects mouse over, mouse or finger touch presses, and clicks on an actor. A touch must go down over the actor and is
27 * considered pressed as long as it is over the actor or within the {@link #setTapSquareSize(float) tap square}. This behavior
28 * makes it easier to press buttons on a touch interface when the initial touch happens near the edge of the actor. Double clicks
99 public void enter (InputEvent event, float x, float y, int pointer, Actor fromActor) {
103 public void exit (InputEvent event, float x, float y, int pointer, Actor toActor) {
117 /** Returns true if the specified position is over the specified actor or within the tap square. */
118 public boolean isOver (Actor actor, float x, float y) { [all...] |
Selection.java | 4 import com.badlogic.gdx.scenes.scene2d.Actor; 12 /** Manages selected objects. Optionally fires a {@link ChangeEvent} on an actor. Selection changes can be vetoed via 16 private Actor actor; field in class:Selection 26 /** @param actor An actor to fire {@link ChangeEvent} on when the selection changes, or null. */ 27 public void setActor (Actor actor) { 28 this.actor = actor; [all...] |
Cullable.java | 22 /** Allows a parent to set the area that is visible on a child actor to allow the child to cull when drawing itself. This must only
29 /** @param cullingArea The culling area in the child actor's coordinates. */
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/external/libgdx/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/ |
Stack.java | 30 import com.badlogic.gdx.scenes.scene2d.Actor;
52 public Stack (Actor... actors) {
54 for (Actor actor : actors)
55 addActor(actor);
71 SnapshotArray<Actor> children = getChildren();
73 Actor child = children.get(i);
96 public void add (Actor actor) {
97 addActor(actor);
[all...] |
WidgetGroup.java | 20 import com.badlogic.gdx.scenes.scene2d.Actor;
46 public WidgetGroup (Actor... actors) {
47 for (Actor actor : actors)
48 addActor(actor);
82 SnapshotArray<Actor> children = parent.getChildren();
84 Actor actor = children.get(i);
local 85 if (actor instanceof Layout)
86 ((Layout)actor).setLayoutEnabled(enabled); [all...] |
SplitPane.java | 24 import com.badlogic.gdx.scenes.scene2d.Actor;
41 private Actor firstWidget, secondWidget;
57 public SplitPane (Actor firstWidget, Actor secondWidget, boolean vertical, Skin skin) {
63 public SplitPane (Actor firstWidget, Actor secondWidget, boolean vertical, Skin skin, String styleName) {
69 public SplitPane (Actor firstWidget, Actor secondWidget, boolean vertical, SplitPaneStyle style) {
150 Actor firstWidget = this.firstWidget;
156 Actor secondWidget = this.secondWidget; [all...] |
Tree.java | 21 import com.badlogic.gdx.scenes.scene2d.Actor;
32 /** A tree widget where each node has an icon, actor, and child nodes.
73 float low = selection.getLastSelected().actor.getY();
74 float high = node.actor.getY();
85 float rowX = node.actor.getX();
101 public void exit (InputEvent event, float x, float y, int pointer, Actor toActor) {
170 Actor actor = node.actor;
local 171 if (actor instanceof Layout) { 199 Actor actor = node.actor; local 224 Actor actor = node.actor; local 406 Actor actor; field in class:Tree.Node [all...] |
Table.java | 24 import com.badlogic.gdx.scenes.scene2d.Actor;
168 public Actor hit (float x, float y, boolean touchable) {
176 /** Causes the contents to be clipped if they exceed the table actor's bounds. Enabling clipping will set
193 /** Adds a new cell to the table with the specified actor. */
194 public <T extends Actor> Cell<T> add (T actor) {
196 cell.actor = actor;
243 if (actor != null) addActor(actor);
309 Actor actor = cell.actor; local 741 Actor actor = c.actor; local 750 Actor actor = c.actor; local 1237 none, all, table, cell, actor enum constant in enum:Table.Debug [all...] |
Cell.java | 6 import com.badlogic.gdx.scenes.scene2d.Actor; 13 public class Cell<T extends Actor> implements Poolable { 33 Actor actor; field in class:Cell 51 /** Sets the actor in this cell and adds the actor to the cell's table. If null, removes any current actor. */ 52 public <A extends Actor> Cell<A> setActor (A newActor) { 53 if (actor != newActor) { 54 if (actor != null) actor.remove() [all...] |
/external/opencv3/doc/tutorials/viz/creating_widgets/ |
creating_widgets.markdown | 31 - Assign a VTK actor to the widget. 33 // Store this actor in the widget in order that visualizer can access it 34 viz::WidgetAccessor::setProp(*this, actor);
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
ScrollPaneTest.java | 21 import com.badlogic.gdx.scenes.scene2d.Actor;
86 public void changed (ChangeEvent event, Actor actor) {
94 public void changed (ChangeEvent event, Actor actor) {
102 public void changed (ChangeEvent event, Actor actor) {
109 public void changed (ChangeEvent event, Actor actor) {
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SimpleStageCullingTest.java | 28 import com.badlogic.gdx.scenes.scene2d.Actor;
45 /** We need to extend a base actor class so we can add the culling in the render method. We also add a method to get the stage
46 * coordinates of the actor so we can cull it against the camera's view volume.
63 // if this actor is not within the view of the camera we don't draw it.
83 // this assumes that neither this actor nor any of its
85 Actor parent = this.getParent();
92 // now we check if the rectangle of this actor in screen
122 Actor img = new CullableActor("img" + i, texture, (OrthographicCamera)stage.getCamera());
138 Array<Actor> actors = stage.getActors();
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/external/opencv3/modules/viz/src/ |
vizimpl.cpp | 200 // Get the actor and set the user matrix 201 vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(widget)); local 202 if (actor) 204 // If the actor is 3D, apply pose 206 actor->SetUserMatrix(matrix); 207 actor->Modified(); 209 // If the actor is a vtkFollower, then it should always face the camera 210 vtkFollower *follower = vtkFollower::SafeDownCast(actor); 249 vtkProp3D *actor = vtkProp3D::SafeDownCast(wam_itr->second); local 250 CV_Assert("Widget is not 3D." && actor); 264 vtkProp3D *actor = vtkProp3D::SafeDownCast(wam_itr->second); local 287 vtkProp3D *actor = vtkProp3D::SafeDownCast(wam_itr->second); local 485 vtkProp3D *actor = vtkProp3D::SafeDownCast(it->second); local 524 vtkActor * actor; local [all...] |
/external/opencv3/samples/cpp/tutorial_code/viz/ |
creating_widgets.cpp | 75 // Create mapper and actor 83 vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New(); local 84 actor->SetMapper(mapper); 86 // Store this actor in the widget in order that visualizer can access it 87 viz::WidgetAccessor::setProp(*this, actor);
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/external/tcpdump/tests/ |
lacp-ev.out | 2 Actor Information TLV (0x01), length 20 12 Actor Information TLV (0x01), length 20 22 Actor Information TLV (0x01), length 20 32 Actor Information TLV (0x01), length 20 42 Actor Information TLV (0x01), length 20 52 Actor Information TLV (0x01), length 20 62 Actor Information TLV (0x01), length 20 72 Actor Information TLV (0x01), length 20 82 Actor Information TLV (0x01), length 20 92 Actor Information TLV (0x01), length 2 [all...] |