Searched refs:xRatio (Results 1 – 5 of 5) sorted by relevance
385 float xRatio = 1.0; in getActionSafePosition() local415 xRatio = (float)x/(float)fbWidth; in getActionSafePosition()421 x = int((xRatio * asW) + asX); in getActionSafePosition()481 float xRatio = 1.0; in getAspectRatioPosition() local505 xRatio = (float)(inPos.x/actualWidth); in getAspectRatioPosition()511 outPos.x = uint32_t((xRatio * width) + (float)xPos); in getAspectRatioPosition()527 xRatio = (float)(outPos.x - xPos)/width; in getAspectRatioPosition()540 outPos.x = uint32_t(xRatio * fbWidth); in getAspectRatioPosition()559 xRatio = (float)outPos.x/fbWidth; in getAspectRatioPosition()564 outPos.x = uint32_t(xRatio * (float)extW); in getAspectRatioPosition()
400 float xRatio = 1.0; in getActionSafePosition() local430 xRatio = (float)x/(float)fbWidth; in getActionSafePosition()436 x = int((xRatio * asW) + asX); in getActionSafePosition()468 float xRatio = 1.0; in getAspectRatioPosition() local492 xRatio = (float)((float)inPos.x/actualWidth); in getAspectRatioPosition()498 outPos.x = uint32_t((xRatio * width) + (float)xPos); in getAspectRatioPosition()514 xRatio = (float)(outPos.x - xPos)/width; in getAspectRatioPosition()527 outPos.x = uint32_t(xRatio * fbWidth); in getAspectRatioPosition()546 xRatio = (float)outPos.x/fbWidth; in getAspectRatioPosition()551 outPos.x = uint32_t(xRatio * (float)extW); in getAspectRatioPosition()
628 float xRatio = 1.0; in getActionSafePosition() local658 xRatio = (float)x/(float)fbWidth; in getActionSafePosition()664 x = int((xRatio * asW) + asX); in getActionSafePosition()696 float xRatio = 1.0; in getAspectRatioPosition() local720 xRatio = (float)((float)inPos.x/actualWidth); in getAspectRatioPosition()726 outPos.x = uint32_t((xRatio * width) + (float)xPos); in getAspectRatioPosition()742 xRatio = (float)(outPos.x - xPos)/width; in getAspectRatioPosition()755 outPos.x = uint32_t(xRatio * fbWidth); in getAspectRatioPosition()779 xRatio = (float)outPos.x/fbWidth; in getAspectRatioPosition()784 outPos.x = uint32_t(xRatio * (float)extW); in getAspectRatioPosition()
561 float xRatio = 1.0; in getActionSafePosition() local591 xRatio = (float)x/(float)fbWidth; in getActionSafePosition()597 x = int((xRatio * asW) + asX); in getActionSafePosition()629 float xRatio = 1.0; in getAspectRatioPosition() local653 xRatio = (float)((float)inPos.x/actualWidth); in getAspectRatioPosition()659 outPos.x = uint32_t((xRatio * width) + (float)xPos); in getAspectRatioPosition()675 xRatio = (float)(outPos.x - xPos)/width; in getAspectRatioPosition()688 outPos.x = uint32_t(xRatio * fbWidth); in getAspectRatioPosition()712 xRatio = (float)outPos.x/fbWidth; in getAspectRatioPosition()717 outPos.x = uint32_t(xRatio * (float)extW); in getAspectRatioPosition()
322 float xRatio = 1.0; in getActionSafePosition() local346 xRatio = (float)x/fbWidth; in getActionSafePosition()352 x = (xRatio * asW) + asX; in getActionSafePosition()