Play
status_t Play(void** callBackTable,
status_t Play(void** callbacks, int32 tableEntries,
status_t Play(PicturePlayerCallbacks& callbacks);
Play();
void Play();
fController->Play();
fController->Play();
fController->Play();
Play(message);
void Play(BMessage * message);
fObject->Play(buf->Data(), frames);
void Play(void * data, int64 frames);
return player.Play(callBackTable, tableEntries, user);
picture->Play(playbackHandlers, 50, this);
Play(&layerCanvas);
PictureBoundingBoxPlayer::Play(this, canvas->CurrentState(), &boundingBox);
PictureBoundingBoxPlayer::Play(layer, fState->GetDrawState(), &boundingBox);
player.Play(callbacks);
static void Play(ServerPicture* picture,
player.Play(callbacks);
picture->Play(fCanvas);
void Play(Canvas* target);
picture->Play(fCurrentView);
fPicture->Play(canvas);
PictureBoundingBoxPlayer::Play(fPicture, fDrawState.Get(), &boundingBox);
if (play && (instrOnly==0xffff || instrOnly == inst)) Play(rate, 0, rest);
void Play(uint16 rate, uint32 offset, uint32 size);