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  /external/skia/modules/sksg/include/
SkSGScene.h 57 * Holds a scene root and a list of animators.
62 class Scene final {
64 static std::unique_ptr<Scene> Make(sk_sp<RenderNode> root, AnimatorList&& animators);
65 ~Scene();
66 Scene(const Scene&) = delete;
67 Scene& operator=(const Scene&) = delete;
76 Scene(sk_sp<RenderNode> root, AnimatorList&& animators);
  /external/skqp/modules/sksg/include/
SkSGScene.h 56 * Holds a scene root and a list of animators.
61 class Scene final {
63 static std::unique_ptr<Scene> Make(sk_sp<RenderNode> root, AnimatorList&& animators);
64 ~Scene();
65 Scene(const Scene&) = delete;
66 Scene& operator=(const Scene&) = delete;
74 Scene(sk_sp<RenderNode> root, AnimatorList&& animators);
  /external/skia/modules/sksg/src/
SkSGScene.cpp 34 std::unique_ptr<Scene> Scene::Make(sk_sp<RenderNode> root, AnimatorList&& anims) {
35 return root ? std::unique_ptr<Scene>(new Scene(std::move(root), std::move(anims))) : nullptr;
38 Scene::Scene(sk_sp<RenderNode> root, AnimatorList&& animators)
42 Scene::~Scene() = default;
44 void Scene::render(SkCanvas* canvas) const {
66 void Scene::animate(float t)
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  /external/skqp/modules/sksg/src/
SkSGScene.cpp 34 std::unique_ptr<Scene> Scene::Make(sk_sp<RenderNode> root, AnimatorList&& anims) {
35 return root ? std::unique_ptr<Scene>(new Scene(std::move(root), std::move(anims))) : nullptr;
38 Scene::Scene(sk_sp<RenderNode> root, AnimatorList&& animators)
42 Scene::~Scene() = default;
44 void Scene::render(SkCanvas* canvas) const {
64 void Scene::animate(float t)
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  /cts/tests/openglperf2/jni/reference/
ReferenceRenderer.h 17 #include "scene/Scene.h"
35 Scene* mScenes[NUM_SCENES];
36 Scene* mCurrentScene;
  /device/generic/goldfish/camera/fake-pipeline2/
Scene.cpp 22 #include "Scene.h"
29 // Define single-letter shortcuts for scene definition, for directly indexing
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)
32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
33 #define H (Scene::HILL * Scene::NUM_CHANNELS)
34 #define W (Scene::WALL * Scene::NUM_CHANNELS
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Scene.h 18 * The Scene class implements a simple physical simulation of a scene, using the
21 * It's fairly approximate, but does provide a scene with realistic widely
33 class Scene {
35 Scene(int sensorWidthPx,
38 ~Scene();
52 // in the scene. Must be called before calculateScene
61 // Calculate scene information for current hour and the time offset since
131 * Constants for scene definition. These are various degrees of approximate.
135 // as a fraction of a scene tile, and relative magnitudes for the frequencie
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  /device/google/cuttlefish_common/guest/hals/camera/fake-pipeline2/
Scene.cpp 19 #include "Scene.h"
29 // Define single-letter shortcuts for scene definition, for directly indexing
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)
32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
33 #define H (Scene::HILL * Scene::NUM_CHANNELS)
34 #define W (Scene::WALL * Scene::NUM_CHANNELS
    [all...]
Scene.h 18 * The Scene class implements a simple physical simulation of a scene, using the
21 * It's fairly approximate, but does provide a scene with realistic widely
33 class Scene {
35 Scene(int sensorWidthPx, int sensorHeightPx, float sensorSensitivity);
36 ~Scene();
48 // in the scene. Must be called before calculateScene
57 // Calculate scene information for current hour and the time offset since
118 * Constants for scene definition. These are various degrees of approximate.
122 // as a fraction of a scene tile, and relative magnitudes for the frequencie
    [all...]
  /cts/tests/openglperf2/jni/reference/scene/
Scene.cpp 14 #include "Scene.h"
21 Scene::Scene(int width, int height) :
25 bool Scene::setUpContext() {
45 bool Scene::tearDown() {
65 bool Scene::update(int frame) {
67 // Delete the old scene graphs.
75 void Scene::drawSceneGraph(int index) {
Scene.h 24 class Scene {
26 Scene(int width, int height);
27 virtual ~Scene() {};
  /developers/build/prebuilts/gradle/CustomTransition/Application/src/main/java/com/example/android/customtransition/
CustomTransitionFragment.java 24 import android.transition.Scene;
40 private Scene[] mScenes;
65 mScenes = new Scene[] {
66 Scene.getSceneForLayout(container, R.layout.scene1, context),
67 Scene.getSceneForLayout(container, R.layout.scene2, context),
68 Scene.getSceneForLayout(container, R.layout.scene3, context),
72 // Show the initial Scene.
87 Log.i(TAG, "Transitioning to scene #" + mCurrentScene);
  /developers/samples/android/ui/transition/CustomTransition/Application/src/main/java/com/example/android/customtransition/
CustomTransitionFragment.java 24 import android.transition.Scene;
40 private Scene[] mScenes;
65 mScenes = new Scene[] {
66 Scene.getSceneForLayout(container, R.layout.scene1, context),
67 Scene.getSceneForLayout(container, R.layout.scene2, context),
68 Scene.getSceneForLayout(container, R.layout.scene3, context),
72 // Show the initial Scene.
87 Log.i(TAG, "Transitioning to scene #" + mCurrentScene);
  /development/samples/browseable/CustomTransition/src/com.example.android.customtransition/
CustomTransitionFragment.java 24 import android.transition.Scene;
40 private Scene[] mScenes;
65 mScenes = new Scene[] {
66 Scene.getSceneForLayout(container, R.layout.scene1, context),
67 Scene.getSceneForLayout(container, R.layout.scene2, context),
68 Scene.getSceneForLayout(container, R.layout.scene3, context),
72 // Show the initial Scene.
87 Log.i(TAG, "Transitioning to scene #" + mCurrentScene);
  /developers/build/prebuilts/gradle/BasicTransition/Application/src/main/java/com/example/android/basictransition/
BasicTransitionFragment.java 21 import android.transition.Scene;
33 private Scene mScene1;
34 private Scene mScene2;
35 private Scene mScene3;
40 /** Transitions take place in this ViewGroup. We retain this for the dynamic transition on scene 4. */
60 // A Scene can be instantiated from a live view hierarchy.
61 mScene1 = new Scene(mSceneRoot, (ViewGroup) mSceneRoot.findViewById(R.id.container));
65 // You can also inflate a generate a Scene from a layout resource file.
66 mScene2 = Scene.getSceneForLayout(mSceneRoot, R.layout.scene2, getActivity());
69 // Another scene from a layout resource file
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  /developers/samples/android/ui/transition/BasicTransition/Application/src/main/java/com/example/android/basictransition/
BasicTransitionFragment.java 21 import android.transition.Scene;
33 private Scene mScene1;
34 private Scene mScene2;
35 private Scene mScene3;
40 /** Transitions take place in this ViewGroup. We retain this for the dynamic transition on scene 4. */
60 // A Scene can be instantiated from a live view hierarchy.
61 mScene1 = new Scene(mSceneRoot, (ViewGroup) mSceneRoot.findViewById(R.id.container));
65 // You can also inflate a generate a Scene from a layout resource file.
66 mScene2 = Scene.getSceneForLayout(mSceneRoot, R.layout.scene2, getActivity());
69 // Another scene from a layout resource file
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  /development/samples/browseable/BasicTransition/src/com.example.android.basictransition/
BasicTransitionFragment.java 21 import android.transition.Scene;
33 private Scene mScene1;
34 private Scene mScene2;
35 private Scene mScene3;
40 /** Transitions take place in this ViewGroup. We retain this for the dynamic transition on scene 4. */
60 // A Scene can be instantiated from a live view hierarchy.
61 mScene1 = new Scene(mSceneRoot, (ViewGroup) mSceneRoot.findViewById(R.id.container));
65 // You can also inflate a generate a Scene from a layout resource file.
66 mScene2 = Scene.getSceneForLayout(mSceneRoot, R.layout.scene2, getActivity());
69 // Another scene from a layout resource file
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  /cts/tests/tests/transition/src/android/transition/cts/
SceneTest.java 29 import android.transition.Scene;
44 * Test Scene(ViewGroup) with enterAction and exitAction
48 Scene scene = new Scene(mSceneRoot); local
49 assertEquals(mSceneRoot, scene.getSceneRoot());
53 scene.setEnterAction(enterCheck);
55 scene.setExitAction(exitCheck);
56 enterScene(scene);
64 exitScene(scene);
95 Scene scene = loadScene(R.layout.scene1); local
101 Scene scene = Scene.getSceneForLayout(mSceneRoot, R.layout.scene1, mActivity); local
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BaseTransitionTest.java 30 import android.transition.Scene;
107 protected Scene loadScene(final View layout) throws Throwable {
108 final Scene[] scene = new Scene[1]; local
109 mActivityRule.runOnUiThread(() -> scene[0] = new Scene(mSceneRoot, layout));
111 return scene[0];
114 protected Scene loadScene(final int layoutId) throws Throwable {
115 final Scene scene[] = new Scene[1] local
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TransitionManagerTest.java 31 import android.transition.Scene;
79 final Scene scene6 = loadScene(R.layout.scene6);
172 final Scene scene6 = loadScene(R.layout.scene6);
196 Scene scene = Scene.getSceneForLayout(mSceneRoot, R.layout.scene1, mActivity);
197 transitionManager.setTransition(scene, mTransition);
198 transitionManager.transitionTo(scene);
215 Scene scene = Scene.getSceneForLayout(mSceneRoot, R.layout.scene2, mActivity)
286 Scene scene = loadScene(R.layout.scene1); local
318 Scene scene = loadScene(R.layout.scene1); local
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  /development/samples/ApiDemos/src/com/example/android/apis/animation/
Transitions.java 22 import android.transition.Scene;
31 * as well as a dynamically-configured scene.
35 Scene mScene1, mScene2, mScene3;
48 // Note that this is not the only way to create a Scene object, but that
53 mScene1 = Scene.getSceneForLayout(mSceneRoot, R.layout.transition_scene1, this);
54 mScene2 = Scene.getSceneForLayout(mSceneRoot, R.layout.transition_scene2, this);
55 mScene3 = Scene.getSceneForLayout(mSceneRoot, R.layout.transition_scene3, this);
72 // scene4 is not an actual 'Scene', but rather a dynamic change in the UI,
  /cts/tests/openglperf2/jni/reference/scene/flocking/
FlockingScene.h 19 #include "../Scene.h"
22 class FlockingScene : public Scene {
  /cts/tests/openglperf2/jni/reference/scene/glowing/
GlowingScene.h 19 #include "../Scene.h"
21 class GlowingScene: public Scene {
  /external/skia/tools/viewer/
SlideDir.h 20 class Scene;
54 std::unique_ptr<sksg::Scene> fScene;
  /external/skqp/tools/viewer/
SlideDir.h 20 class Scene;
54 std::unique_ptr<sksg::Scene> fScene;

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