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    Searched defs:hud (Results 1 - 13 of 13) sorted by null

  /external/mesa3d/src/gallium/state_trackers/wgl/
stw_context.h 46 struct hud_context *hud; member in struct:stw_context
  /external/mesa3d/src/gallium/state_trackers/dri/
dri_context.h 37 #include "hud/hud_context.h"
59 struct hud_context *hud; member in struct:dri_context
  /external/replicaisland/src/com/replica/replicaisland/
TheSourceComponent.java 120 HudSystem hud = sSystemRegistry.hudSystem; local
121 if (hud != null) {
122 hud.startFade(false, 1.5f);
123 hud.sendGameEventOnFadeComplete(mGameEvent, mGameEventIndex);
InventoryComponent.java 44 HudSystem hud = sSystemRegistry.hudSystem; local
45 if (hud != null) {
46 hud.updateInventory(mInventory);
NPCComponent.java 130 HudSystem hud = sSystemRegistry.hudSystem; local
132 if (hud != null) {
133 hud.startFade(false, 1.5f);
134 hud.sendGameEventOnFadeComplete(mGameEvent, mGameEventIndex);
289 HudSystem hud = sSystemRegistry.hudSystem; local
291 if (hud != null) {
292 hud.startFade(false, 1.5f);
293 hud.sendGameEventOnFadeComplete(GameFlowEvent.EVENT_GO_TO_NEXT_LEVEL, 0);
Game.java 167 HudSystem hud = new HudSystem(); local
168 hud.setFuelDrawable(
173 hud.setFadeTexture(longTermTextureLibrary.allocateTexture(R.drawable.black));
174 hud.setButtonDrawables(
218 hud.setDigitDrawables(digits, xDrawable);
219 hud.setCollectableDrawables(
225 BaseObject.sSystemRegistry.hudSystem = hud;
227 hud.setShowFPS(true);
229 gameRoot.add(hud);
344 HudSystem hud = BaseObject.sSystemRegistry.hudSystem local
    [all...]
PlayerComponent.java 318 final HudSystem hud = sSystemRegistry.hudSystem; local
320 if (hud != null) {
321 hud.setFuelPercent(mFuel / FUEL_AMOUNT);
465 HudSystem hud = sSystemRegistry.hudSystem; local
466 if (hud != null && !hud.isFading()) {
468 hud.startFade(false, 1.5f);
469 hud.sendGameEventOnFadeComplete(GameFlowEvent.EVENT_RESTART_LEVEL, 0);
491 HudSystem hud = sSystemRegistry.hudSystem; local
492 if (hud != null && !hud.isFading())
    [all...]
InputGameInterface.java 248 // This doesn't seem like exactly the right place to write to the HUD, but on the other hand,
249 // putting this code elsewhere causes dependencies between exact HUD content and physics, which
251 final HudSystem hud = sSystemRegistry.hudSystem; local
252 if (hud != null) {
253 hud.setButtonState(mJumpButton.getPressed(), mAttackButton.getPressed(), mDirectionalPad.getPressed());
254 hud.setMovementSliderOffset(sliderOffset);
  /external/mesa3d/src/gallium/drivers/svga/
svga_screen.h 84 /** HUD counters */
89 } hud; member in struct:svga_screen
svga_context.h 48 /** Non-GPU queries for gallium HUD */
533 /** performance / info queries for HUD */
565 } hud; member in struct:svga_context
720 * If the Gallium HUD is enabled, this will return the current time.
726 return svga->hud.uses_time ? os_time_get() : 0;
  /external/mesa3d/src/gallium/state_trackers/glx/xlib/
xm_api.h 310 struct hud_context *hud; member in struct:xmesa_context
  /external/mesa3d/src/gallium/state_trackers/nine/
device9.h 153 struct hud_context *hud; /* NULL if hud is disabled */ member in struct:NineDevice9
  /external/mesa3d/src/gallium/auxiliary/hud/
hud_context.c 32 * The HUD is controlled with the GALLIUM_HUD environment variable.
40 #include "hud/hud_context.h"
41 #include "hud/hud_private.h"
42 #include "hud/font.h"
57 /* Control the visibility of all HUD contexts */
115 hud_draw_colored_prims(struct hud_context *hud, unsigned prim,
120 struct cso_context *cso = hud->cso;
123 hud->constants.color[0] = r;
124 hud->constants.color[1] = g;
125 hud->constants.color[2] = b
1454 struct hud_context *hud; local
    [all...]

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