Searched refs:_current_view (Results 1 – 13 of 13) sorted by relevance
/dports/graphics/mypaint/mypaint-2.0.1/lib/ |
H A D | layervis.py | 192 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 [all …]
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/dports/games/flightgear/flightgear-2020.3.11/src/Scenery/ |
H A D | tileentry.hxx | 71 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()
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H A D | tileentry.cxx | 46 _current_view(false), in TileEntry() 62 _current_view(t._current_view), in TileEntry()
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/dports/audio/gnome-music/gnome-music-41.0/gnomemusic/ |
H A D | window.py | 90 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)
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/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/GameSrc/Headers/ |
H A D | mainloop.h | 73 LGRegion *_current_view = NULL; variable 109 extern LGRegion *_current_view;
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/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/GameSrc/ |
H A D | input.c | 324 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() [all …]
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H A D | gamerend.c | 165 #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)
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H A D | fullscrn.c | 294 _current_view = fullview_region; in change_svga_screen_mode() 296 _current_view = mainview_region; in change_svga_screen_mode()
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H A D | fullamap.c | 94 _current_view = &amap_root_region; in amap_start()
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H A D | cutsloop.c | 131 _current_view = &cutscene_root_region; in cutscene_start()
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H A D | setup.c | 1624 _current_view = &setup_root_region; in setup_start()
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H A D | weapons.c | 1078 fire_player_weapon(&aimpos, _current_view, TRUE); in demo_fire_weapon()
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/dports/audio/ardour6/Ardour-6.8.0/gtk2_ardour/ |
H A D | route_params_ui.h | 125 ConfigView _current_view; variable
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