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Searched refs:M4D_DRAW_NEW_STATE (Results 1 – 5 of 5) sorted by relevance

/dports/games/magiccube4d/magiccube4d-src-2_2/
H A DEventHandler.cpp402 if (preferences.getBoolProperty(M4D_DRAW_NEW_STATE)) in buttonDown_handler()
456 if (preferences.getBoolProperty(M4D_DRAW_NEW_STATE)) in undo_cb()
502 if (preferences.getBoolProperty(M4D_DRAW_NEW_STATE)) in redo_cb()
575 if (preferences.getBoolProperty(M4D_DRAW_NEW_STATE)) in cheat_cb()
675 if (preferences.getBoolProperty(M4D_DRAW_NEW_STATE)) in applyMacroCBAfterGotRefStickers()
972 if (preferences.getBoolProperty(M4D_DRAW_NEW_STATE)) in keyPress_handler()
H A Denvironment12 *M4D_DRAW_NEW_STATE -- forces explicit drawing of new state after each
56 M4D_DRAW_NEW_STATE: redraw
H A DMagicCube.h42 #define M4D_DRAW_NEW_STATE "M4D_DRAW_NEW_STATE" macro
H A DMagicCubeObj.cpp533 if (preferences.getBoolProperty(M4D_DRAW_NEW_STATE))
H A DMachineX.cpp359 putenvFromBool(M4D_DRAW_NEW_STATE, app_res.redraw); in resourcesToEnvironment()