Searched refs:existing (Results 1 - 7 of 7) sorted by relevance
/foundation/arkui/ace_engine_lite/frameworks/tools/qt/simulator/jsfwk/targets/simulator/mock/amsthread/ |
H A D | ams_thread.cpp | 268 JSAppRecord *existing = nullptr; in GetAppRecord() local 271 existing = record; in GetAppRecord() 276 return existing; in GetAppRecord() 282 JSAppRecord *existing = nullptr; in PopAppRecord() local 285 existing = record; in PopAppRecord() 289 if (existing != nullptr) { in PopAppRecord() 290 appRecords_.removeOne(existing); in PopAppRecord() 293 return existing; in PopAppRecord() 299 JSAppRecord *existing = nullptr; in DeleteAppRecord() local 302 existing in DeleteAppRecord() 324 JSAppRecord *existing = nullptr; GetAppRecordByInfo() local [all...] |
/foundation/multimedia/audio_framework/services/audio_policy/server/src/service/config/ |
H A D | audio_concurrency_parser.cpp | 55 void AudioConcurrencyParser::ParseIncoming(const std::string &existing, xmlNode *node, in ParseIncoming() argument 68 AUDIO_DEBUG_LOG("existing: %{public}s %{public}d, incoming: %{public}s %{public}d, action: %{public}s", in ParseIncoming() 69 existing.c_str(), audioPipeTypeMap_[existing], incoming.c_str(), in ParseIncoming() 72 std::make_pair(audioPipeTypeMap_[existing], audioPipeTypeMap_[incoming]); in ParseIncoming() 74 (action == "concede existing" ? CONCEDE_EXISTING : CONCEDE_INCOMING); in ParseIncoming()
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/foundation/multimedia/audio_framework/services/audio_policy/server/include/service/config/ |
H A D | audio_concurrency_parser.h | 56 void ParseIncoming(const std::string &existing, xmlNode *node,
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/foundation/graphic/graphic_3d/lume/metaobject/src/ |
H A D | object_registry.cpp | 539 if (auto existing = queues_.find(queueId); existing != queues_.end()) { in RegisterTaskQueue() 540 queues_.erase(existing); in RegisterTaskQueue() 543 // Null queue but no existing queue found in RegisterTaskQueue() 553 if (auto existing = queues_.find(queueId); existing != queues_.end()) { in UnregisterTaskQueue() 554 queues_.erase(existing); in UnregisterTaskQueue()
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/foundation/graphic/graphic_3d/lume/metaobject/include/meta/api/internal/ |
H A D | object_api.h | 364 if (const auto existing = meta->GetPropertyByName(propertyName)) { in MetaProperty() 365 if (Property<PropertyValueType> typed { existing }) { in MetaProperty() 383 if (const auto existing = meta->GetPropertyByName(propertyName)) { in ArrayMetaProperty() 384 if (auto typed = ArrayProperty<PropertyValueType>(existing)) { in ArrayMetaProperty()
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/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/ |
H A D | material_impl.cpp | 341 // Found existing info, we absolutely want to re-use it. in GetTextureInfoByIndex() 921 for (auto& existing : oldCustomProperties) { in UpdateCustomProperties() 922 if (existing->GetName() == propertyName && existing->GetTypeId() == prop->GetTypeId()) { in UpdateCustomProperties() 923 property = existing; in UpdateCustomProperties() 1295 } else { // reset existing image if there is one
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H A D | scene_holder.cpp | 1179 // Try finding an existing resource with an uri. This is needed e.g. for the images loaded from an glTF in FindResource() 1817 // check if we have existing resource in BindUIBitmap() 1818 CORE_NS::Entity existing; in BindUIBitmap() local 1819 if (FindResource(uri, uri, existing)) { in BindUIBitmap() 1820 auto hande = rhComponentManager_->Get(existing); in BindUIBitmap() 1822 rhComponentManager_->Set(existing, hande); in BindUIBitmap() 1824 return ecs_->GetEntityManager().GetReferenceCounted(existing); in BindUIBitmap() 2220 // No existing sampler found, prepare one in LoadSampler() 2841 // and fallback to existing render mesh data if it exists in SetInstanceCountMultimeshArray()
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