/dports/graphics/anttweakbar/AntTweakBar/src/ |
H A D | TwDirect3D9.cpp | 138 m_OffsetX = 0; in Init() 170 m_OffsetX = 0; in BeginDraw() 284 p[0].m_Pos[0] = (float)(_X0 + m_OffsetX); in DrawLine() 290 p[1].m_Pos[0] = (float)(_X1 + m_OffsetX); in DrawLine() 329 p[0].m_Pos[0] = (float)(_X1 + m_OffsetX); in DrawRect() 335 p[1].m_Pos[0] = (float)(_X0 + m_OffsetX); in DrawRect() 341 p[2].m_Pos[0] = (float)(_X1 + m_OffsetX); in DrawRect() 347 p[3].m_Pos[0] = (float)(_X0 + m_OffsetX); in DrawRect() 513 TextObj->m_BgVerts[i].m_Pos[0] += x + m_OffsetX; in DrawText() 571 m_OffsetX = _X0 + _OffsetX; in ChangeViewport() [all …]
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H A D | TwOpenGLCore.cpp | 403 m_OffsetX = 0; in BeginDraw() 577 GLfloat x0 = ToNormScreenX(_X0+dx + m_OffsetX, m_WndWidth); in DrawLine() 579 GLfloat x1 = ToNormScreenX(_X1+dx + m_OffsetX, m_WndWidth); in DrawLine() 621 GLfloat x0 = ToNormScreenX((float)_X0 + m_OffsetX, m_WndWidth); in DrawRect() 623 GLfloat x1 = ToNormScreenX((float)_X1 + m_OffsetX, m_WndWidth); in DrawRect() 851 m_OffsetX = _X0 + _OffsetX; in ChangeViewport() 860 m_OffsetX = m_OffsetY = 0; in RestoreViewport() 902 _glUniform2f(m_TriLocationOffset, (float)m_OffsetX+dx, (float)m_OffsetY+dy); in DrawTriangles()
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H A D | TwDirect3D10.cpp | 251 m_OffsetX = m_OffsetY = 0; in Init() 601 m_OffsetX = m_OffsetY = 0; in BeginDraw() 690 float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth); in DrawLine() 692 float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth); in DrawLine() 763 float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth); in DrawRect() 765 float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth); in DrawRect() 1052 float dx = 2.0f*(float)(_X + m_OffsetX)/m_WndWidth; in DrawText() 1156 m_OffsetX = _X0 + _OffsetX; in ChangeViewport() 1169 m_OffsetX = m_OffsetY = 0; in RestoreViewport() 1242 vertices[i].m_Pos[0] = ToNormScreenX(_Vertices[2*i+0] + m_OffsetX, m_WndWidth); in DrawTriangles()
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H A D | TwDirect3D11.cpp | 517 m_OffsetX = m_OffsetY = 0; in Init() 927 m_OffsetX = m_OffsetY = 0; in BeginDraw() 1019 float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth); in DrawLine() 1021 float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth); in DrawLine() 1099 float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth); in DrawRect() 1101 float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth); in DrawRect() 1405 float dx = 2.0f*(float)(_X + m_OffsetX)/m_WndWidth; in DrawText() 1514 m_OffsetX = _X0 + _OffsetX; in ChangeViewport() 1527 m_OffsetX = m_OffsetY = 0; in RestoreViewport() 1602 vertices[i].m_Pos[0] = ToNormScreenX(_Vertices[2*i+0] + m_OffsetX, m_WndWidth); in DrawTriangles()
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H A D | TwDirect3D9.h | 54 int m_OffsetX; variable
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H A D | TwDirect3D10.h | 53 int m_OffsetX; variable
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H A D | TwDirect3D11.h | 55 int m_OffsetX; variable
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H A D | TwOpenGLCore.h | 103 int m_OffsetX; variable
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/dports/games/openclaw/OpenClaw-0.0-51-gbac7730/OpenClaw/Engine/Graphics2D/ |
H A D | Image.h | 24 inline int GetOffsetX() { return m_OffsetX; } in GetOffsetX() 27 void SetOffset(int x, int y) { m_OffsetX = x; m_OffsetY = y; } in SetOffset() 38 int m_OffsetX; variable
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H A D | Image.cpp | 10 m_OffsetX(0), in Image() 20 m_OffsetX(0), in Image() 35 int positionX = x - m_Width / 2 + m_OffsetX; in GetPositonRect() 235 m_OffsetX = pid->offsetX; in Initialize() 255 m_OffsetX = m_OffsetY = 0; in Initialize()
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/dports/games/0ad/0ad-0.0.23b-alpha/source/graphics/ |
H A D | Decal.cpp | 33 CVector3D corner0(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2); in CalcVertexExtents() 34 CVector3D corner1(m_Decal.m_OffsetX + m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2); in CalcVertexExtents() 35 CVector3D corner2(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ - m_Decal.m_SizeZ/2); in CalcVertexExtents() 36 CVector3D corner3(m_Decal.m_OffsetX - m_Decal.m_SizeX/2, 0, m_Decal.m_OffsetZ + m_Decal.m_SizeZ/2); in CalcVertexExtents()
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H A D | Decal.h | 37 m_OffsetX(offsetX), m_OffsetZ(offsetZ), m_Floating(floating) in SDecal() 45 float m_OffsetX; member
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H A D | ObjectBase.h | 86 Decal() : m_SizeX(0.f), m_SizeZ(0.f), m_Angle(0.f), m_OffsetX(0.f), m_OffsetZ(0.f) {} in Decal() 91 float m_OffsetX; member
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H A D | ObjectEntry.cpp | 96 variation.decal.m_Angle, variation.decal.m_OffsetX, variation.decal.m_OffsetZ, in BuildVariation()
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H A D | ObjectBase.cpp | 138 decal.m_OffsetX = attrs.GetNamedItem(at_offsetx).ToFloat(); in LoadVariant()
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/dports/games/0ad/0ad-0.0.23b-alpha/source/renderer/ |
H A D | DecalRData.cpp | 245 (*UV)[0] = 0.5f + (inv.X - decal.m_OffsetX) / decal.m_SizeX; in BuildArrays()
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