Searched refs:MENU_ALIGN_LEFT (Results 1 – 14 of 14) sorted by relevance
28 MENU_ALIGN_LEFT, enumerator
180 case MENU_ALIGN_LEFT: x = 0; break; in Menu_Display()
32 MENU_ALIGN_LEFT enumerator
92 if (title_width <= title_space || mi->align == MENU_ALIGN_LEFT) in draw_item()268 mi->align = MENU_ALIGN_LEFT; in menu_add()
1447 menu_item_set_align (mi, MENU_ALIGN_LEFT); in update_menu_item()
129 ms->align = MENU_ALIGN_LEFT; in CreateEquippedWeaponsMenu()236 ms->align = MENU_ALIGN_LEFT; in WeaponMenuCreate()
115 MENU_ALIGN_LEFT enumerator
245 case MENU_ALIGN_LEFT: in MenuGetSubmenuBounds()498 menu->u.normal.align = MENU_ALIGN_LEFT; in MenuCreateNormal()
514 ms->align = MENU_ALIGN_LEFT; in PlayerSelectMenusCreate()
95 MENU_ALIGN_LEFT,
593 #ifdef MENU_ALIGN_LEFT in me_draw()1240 #ifdef MENU_ALIGN_LEFT in draw_savestate_menu()
76 MENU_ALIGN_LEFT = 0 variable564 … Align_Left.triggered.connect(partial(self.Align_Triggered, MENU_ALIGN_LEFT, clip_ids, tran_ids))1756 if action == MENU_ALIGN_LEFT:1777 if action == MENU_ALIGN_LEFT:2581 … Align_Left.triggered.connect(partial(self.Align_Triggered, MENU_ALIGN_LEFT, clip_ids, tran_ids))
741 #define MENU_ALIGN_LEFT macro