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Searched refs:_current_view (Results 1 – 13 of 13) sorted by relevance

/dports/graphics/mypaint/mypaint-2.0.1/lib/
H A Dlayervis.py192 self._current_view = None
288 self._current_view = None
342 if self._current_view is None:
385 view = self._current_view
400 view = self._current_view
414 view = self._current_view
438 self._current_view = None
483 self._current_view = view
501 view = self._current_view
520 view = self._current_view
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/dports/games/flightgear/flightgear-2020.3.11/src/Scenery/
H A Dtileentry.hxx71 bool _current_view; member in TileEntry
128 inline void set_current_view(bool current_view) { _current_view = current_view; } in set_current_view()
129 inline bool is_current_view() const { return _current_view; } in is_current_view()
135 …inline bool is_expired(double current_time) const { return (_current_view) ? false : (current_time… in is_expired()
H A Dtileentry.cxx46 _current_view(false), in TileEntry()
62 _current_view(t._current_view), in TileEntry()
/dports/audio/gnome-music/gnome-music-41.0/gnomemusic/
H A Dwindow.py90 self._current_view = None
391 previous_view = self._current_view
392 self._current_view = self.props.active_view
396 if (self._current_view in search_views
399 elif (self._current_view not in search_views
409 allowed = self._current_view not in no_selection_mode
439 if self._current_view in views_with_child:
440 self._current_view._back_button_clicked(self._current_view)
/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/GameSrc/Headers/
H A Dmainloop.h73 LGRegion *_current_view = NULL; variable
109 extern LGRegion *_current_view;
/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/GameSrc/
H A Dinput.c324 if (_current_view != NULL) { in poll_mouse()
329 uiDispatchEventToRegion(&ev, _current_view); in poll_mouse()
2576 LGPoint pos = MakePoint(_current_view->abs_x + RectWidth(_current_view->r) / 2, in inp_weapon_button()
2577 _current_view->abs_y + RectHeight(_current_view->r) / 2); in inp_weapon_button()
2603 MakePoint(_current_view->abs_x + RectWidth(_current_view->r) / 2, in inp_weapon_button()
2604_current_view->abs_y + RectHeight(_current_view->r) / 2 + (RectHeight(_current_view->r) >> 4)); in inp_weapon_button()
2610 fire_player_weapon(&pos, _current_view, pull); in inp_weapon_button()
2639 pos = MakePoint(_current_view->abs_x + RectWidth(_current_view->r) / 2, in inp_use_sidestep_junk()
2640 _current_view->abs_y + RectHeight(_current_view->r) / 2); in inp_use_sidestep_junk()
2990 MakePoint(_current_view->abs_x + RectWidth(_current_view->r) / 2, in cyberman_chk()
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H A Dgamerend.c165 #define CURRENT_VIEW_W (_current_view->r->lr.x - _current_view->r->ul.x)
166 #define CURRENT_VIEW_H (_current_view->r->lr.y - _current_view->r->ul.y)
H A Dfullscrn.c294 _current_view = fullview_region; in change_svga_screen_mode()
296 _current_view = mainview_region; in change_svga_screen_mode()
H A Dfullamap.c94 _current_view = &amap_root_region; in amap_start()
H A Dcutsloop.c131 _current_view = &cutscene_root_region; in cutscene_start()
H A Dsetup.c1624 _current_view = &setup_root_region; in setup_start()
H A Dweapons.c1078 fire_player_weapon(&aimpos, _current_view, TRUE); in demo_fire_weapon()
/dports/audio/ardour6/Ardour-6.8.0/gtk2_ardour/
H A Droute_params_ui.h125 ConfigView _current_view; variable