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

/dports/multimedia/kodi/xbmc-19.3-Matrix/xbmc/guilib/
H A DGUIControl.cpp714 UpdateStates(animType, ANIM_PROCESS_NORMAL, ANIM_STATE_APPLIED); in CheckAnimation()
741 forwardAnim->QueueAnimation(ANIM_PROCESS_NORMAL); in QueueAnimation()
748 UpdateStates(animType, ANIM_PROCESS_NORMAL, ANIM_STATE_APPLIED); in QueueAnimation()
783 else if (currentProcess == ANIM_PROCESS_NORMAL) in UpdateStates()
793 if (currentProcess == ANIM_PROCESS_NORMAL) // a hide animation in UpdateStates()
807 if (currentProcess == ANIM_PROCESS_NORMAL) in UpdateStates()
819 if (currentProcess == ANIM_PROCESS_NORMAL && currentState == ANIM_STATE_APPLIED) in UpdateStates()
826 if (currentProcess == ANIM_PROCESS_NORMAL && currentState == ANIM_STATE_APPLIED) in UpdateStates()
867 if (anim.GetQueuedProcess() == ANIM_PROCESS_NORMAL) in IsAnimating()
869 if (anim.GetProcess() == ANIM_PROCESS_NORMAL) in IsAnimating()
H A DVisibleEffect.cpp416 if (m_queuedProcess == ANIM_PROCESS_NORMAL) in Animate()
422 m_currentProcess = ANIM_PROCESS_NORMAL; in Animate()
426 if (m_currentProcess == ANIM_PROCESS_NORMAL) in Animate()
436 if (m_currentProcess == ANIM_PROCESS_NORMAL) in Animate()
477 m_currentProcess = ANIM_PROCESS_NORMAL; in Animate()
505 m_currentProcess = ANIM_PROCESS_NORMAL; in ApplyAnimation()
511 m_currentProcess = ANIM_PROCESS_NORMAL; in ApplyAnimation()
527 if (m_currentProcess == ANIM_PROCESS_NORMAL) in Calculate()
581 QueueAnimation(ANIM_PROCESS_NORMAL); in UpdateCondition()
H A DGUIFadeLabelControl.cpp115 if (m_fadeAnim.GetProcess() != ANIM_PROCESS_NORMAL) in Process()
116 m_fadeAnim.QueueAnimation(ANIM_PROCESS_NORMAL); in Process()
139 if (m_fadeAnim.GetProcess() != ANIM_PROCESS_NORMAL) in Process()
H A DVisibleEffect.h11 enum ANIMATION_PROCESS { ANIM_PROCESS_NONE = 0, ANIM_PROCESS_NORMAL, ANIM_PROCESS_REVERSE }; enumerator
H A DGUITextBox.cpp146 m_autoScrollRepeatAnim->QueueAnimation(ANIM_PROCESS_NORMAL); in Process()