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  /external/vulkan-validation-layers/demos/smoke/
Game.cpp 19 #include "Game.h"
22 void Game::print_stats() {
32 void Game::quit() {
Main.cpp 25 Game *create_game(const std::vector<std::string> &args) { return new Smoke(args); }
28 Game *create_game(int argc, char **argv) {
40 Game *game = create_game(argc, argv); local
42 ShellXcb shell(*game);
45 delete game;
55 Game *game = create_game(argc, argv); local
57 ShellWayland shell(*game);
60 delete game;
71 Game *game = create_game(ShellAndroid::get_args(*app)); local
88 Game *game = create_game(argc, argv); local
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Game.h 27 class Game {
29 Game(const Game &game) = delete; member in class:Game
30 Game &operator=(const Game &game) = delete; member in class:Game
31 virtual ~Game() {}
85 Game(const std::string &name, const std::vector<std::string> &args) : settings_(), shell_(nullptr) {
ShellWin32.cpp 22 #include "Game.h"
53 ShellWin32::ShellWin32(Game &game) : Shell(game), hwnd_(nullptr) {
54 if (game.settings().validate) instance_layers_.push_back("VK_LAYER_LUNARG_standard_validation");
138 Game::Key key;
142 key = Game::KEY_ESC;
145 key = Game::KEY_UP;
148 key = Game::KEY_DOWN;
151 key = Game::KEY_SPACE
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Shell.h 25 #include "Game.h"
27 class Game;
81 Shell(Game &game);
96 Game &game_;
97 const Game::Settings &settings_;
ShellXcb.h 25 ShellXcb(Game &game);
ShellXcb.cpp 23 #include "Game.h"
75 ShellXcb::ShellXcb(Game &game) : Shell(game) {
76 if (game.settings().validate) instance_layers_.push_back("VK_LAYER_LUNARG_standard_validation");
185 Game::Key key;
190 key = Game::KEY_ESC;
193 key = Game::KEY_UP;
196 key = Game::KEY_DOWN;
199 key = Game::KEY_SPACE
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ShellWin32.h 25 ShellWin32(Game &game);
ShellAndroid.h 27 ShellAndroid(android_app &app, Game &game);
ShellWayland.cpp 22 #include "Game.h"
115 Game::Key game_key;
119 game_key = Game::KEY_ESC;
123 game_key = Game::KEY_UP;
127 game_key = Game::KEY_DOWN;
131 game_key = Game::KEY_SPACE;
135 game_key = Game::KEY_UNKNOWN;
189 ShellWayland::ShellWayland(Game &game) : Shell(game) {
    [all...]
ShellWayland.h 24 ShellWayland(Game &game);
ShellAndroid.cpp 23 #include "Game.h"
104 ShellAndroid::ShellAndroid(android_app &app, Game &game) : Shell(game), app_(app) {
105 if (game.settings().validate) {
206 game_.on_key(Game::KEY_SPACE);
Smoke.h 31 #include "Game.h"
35 class Smoke : public Game {
Smoke.cpp 41 : Game("Smoke", args),
90 Game::attach_shell(sh);
159 Game::detach_shell();
708 // Tell the Game we're done after this frame is drawn.
709 Game::quit();
Shell.cpp 25 #include "Game.h"
27 Shell::Shell(Game &game)
28 : game_(game), settings_(game.settings()), ctx_(), game_tick_(1.0f / settings_.ticks_per_second), game_time_(game_tick_) {
187 // requires only GRAPHICS for game queues
  /external/vulkan-validation-layers/demos/smoke/android/
CMakeLists.txt 41 ${smokeDir}/Game.cpp
  /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.
  /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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  /external/doclava/res/assets/templates-sdk/assets/js/
docs.js     [all...]

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