/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 [all...] |
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 [all...] |
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 [all...] |
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 [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...] |
/external/doclava/res/assets/templates-sdk/assets/js/ |
docs.js | [all...] |