Searched refs:ENDED (Results 1 – 6 of 6) sorted by relevance
73 AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED in getStateTransitionTable()74 AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED in getStateTransitionTable()76 … AnimationNode::ENDED, // active successors for ACTIVE: no freeze here in getStateTransitionTable()88 …AnimationNode::ENDED // active successors for ENDED: this state is a si… in getStateTransitionTable()94 …AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRES… in getStateTransitionTable()95 …AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOL… in getStateTransitionTable()97 …AnimationNode::ENDED, // active successors for ACTIV… in getStateTransitionTable()110 …AnimationNode::ENDED|AnimationNode::RESOLVED|AnimationNode::ACTIVE // active successors for ENDED: in getStateTransitionTable()117 …AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRES… in getStateTransitionTable()118 …AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOL… in getStateTransitionTable()[all …]
78 ~(FROZEN | ENDED) ); in deactivate_st()82 forEachChildNode( boost::mem_fn(&AnimationNode::end), ~ENDED ); in deactivate_st()124 pChildNode->getState() == ENDED ); in notifyDeactivatedChild()
338 if (eDestState == ENDED) { in deactivate_st()
55 ENDED =16 enumerator
130 case AnimationNode::ENDED: in DebugShowState()
2425 case AnimationNode::ENDED: in handleAnimationEvent()