/external/quake/quake/src/WinQuake/ |
cl_parse.cpp | 338 int skin; local 420 skin = MSG_ReadByte(); 422 skin = ent->baseline.skin; 423 if (skin != ent->skinnum) { 424 ent->skinnum = skin; 434 ent->skinnum = ent->baseline.skin; 498 ent->baseline.skin = MSG_ReadByte(); 684 ent->skinnum = ent->baseline.skin;
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gl_model.cpp | 1360 void Mod_FloodFillSkin( byte *skin, int skinwidth, int skinheight ) 1362 byte fillcolor = *skin; // assume this is the pixel to fill 1383 //printf( "not filling skin from %d to %d\n", fillcolor, filledcolor ); 1394 byte *pos = &skin[x + skinwidth * y]; 1402 skin[x + skinwidth * y] = fdc; 1417 byte *skin; local 1423 skin = (byte *)(pskintype + 1); 1433 Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight ); 1450 // animating skin group. yuck. 1460 Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight ) [all...] |
gl_rmisc.cpp | 237 Translates a skin texture by the per-player color lookup 279 // locate the original skin pixels 291 Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum);
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glqnotes.txt | 85 Each player in a deathmatch requires an individual skin texture, so this can
89 will take effect as soon as a player changes their skin colors.
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/external/skia/src/views/ |
SkScrollBarView.cpp | 122 total = 1; // avoid divide-by-zero. should be done by skin/script
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SkWidgetViews.cpp | 53 SkDEBUGF(("init_skin_anim: loading skin failed <%s>\n", path)); 59 SkDEBUGF(("init_skin_anim: decoding skin failed <%s>\n", path));
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/external/qemu/android/ |
main.c | 43 #include "android/skin/image.h" 44 #include "android/skin/trackball.h" 45 #include "android/skin/keyboard.h" 46 #include "android/skin/file.h" 47 #include "android/skin/window.h" 48 #include "android/skin/keyset.h" 97 /* the default device DPI if none is specified by the skin 396 /* register as a framebuffer clients for all displays defined in the skin file */ 957 /* list of skin aliases */ 1022 /* Support skin aliases like QVGA-H QVGA-P, etc.. [all...] |
help.c | 7 #include "android/skin/keyset.h" 342 " CHANGE_LAYOUT_PREV Keypad_7,Ctrl-J # switch to a previous skin layout\n" 628 " for emulator skins. each skin must be a subdirectory of <dir>. by default\n" 631 " the '-skin <name>' option is required when -skindir is used.\n" 639 " use '-skin <skin>' to specify an emulator skin, each skin corresponds to\n" 641 " and is stored as subdirectory <skin> of the skin root directory\n [all...] |
/sdk/sdkmanager/libs/sdkuilib/src/com/android/sdkuilib/internal/widgets/ |
AvdStartDialog.java | 120 l.setText("Skin:"); 385 * <p/>If an emulator with the same skin was already launched, scaled, the size used is reused. 414 * Finds the skin resolution and sets it in {@link #mSize1} and {@link #mSize2}. 431 // The resolution is inside the layout file of the skin. 434 // path to the skin layout file.
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/external/qemu/hw/ |
goldfish_events_device.c | 209 * in android/skin/trackball.c and android/skin/window.c 337 * the skin.
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/sdk/sdkmanager/app/src/com/android/sdkmanager/ |
SdkCommandLine.java | 65 public static final String KEY_SKIN = "skin"; 146 "Skin of the new AVD", null); 312 /** Helper to retrieve the --skin value. */
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/external/qemu/android/skin/ |
surface.h | 15 #include "android/skin/region.h"
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surface.c | 12 #include "android/skin/surface.h" 13 #include "android/skin/argb.h" 150 D( "not enough memory to allocate new skin surface !" );
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/external/quake/quake/src/QW/docs/ |
glqwcl-readme.txt | 79 Each player in a deathmatch requires an individual skin texture, so this can
83 will take effect as soon as a player changes their skin colors.
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/external/quake/quake/src/QW/client/ |
gl_model.c | 1385 void Mod_FloodFillSkin( byte *skin, int skinwidth, int skinheight ) 1387 byte fillcolor = *skin; // assume this is the pixel to fill 1408 //printf( "not filling skin from %d to %d\n", fillcolor, filledcolor ); 1419 byte *pos = &skin[x + skinwidth * y]; 1427 skin[x + skinwidth * y] = fdc; 1441 byte *skin; local 1446 skin = (byte *)(pskintype + 1); 1456 Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight ); 1463 Sys_Error ("Player skin too large"); 1475 // animating skin group. yuck [all...] |
r_alias.c | 572 Con_DPrintf ("R_AliasSetupSkin: no such skin # %d\n", skinnum); 583 pskindesc->skin); 606 r_affinetridesc.pskin = (void *)((byte *)paliashdr + pskindesc->skin); 615 if (!currententity->scoreboard->skin)
617 base = Skin_Cache (currententity->scoreboard->skin);
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/frameworks/base/docs/html/guide/developing/tools/ |
avd.jd | 58 <li>Other options. You can specify the emulator skin you want to use 113 the emulator skin to use, or set a custom location for the AVD's files.</p> 441 <td>List all known AVDs, with name, path, target, and skin. </td> 483 <td>The skin to use for this AVD, identified by name or dimensions.</td> 484 <td>The <code>android</code> tool scans for a matching skin by name or dimension in the
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/sdk/sdkmanager/libs/sdklib/src/com/android/sdklib/ |
SdkManager.java | 55 private final static String ADDON_DEFAULT_SKIN = "skin"; 525 // get the default skin, or take it from the base platform if needed. 671 * Parses the skin folder and builds the skin list. 672 * @param osPath The path of the skin root folder.
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SdkConstants.java | 89 /** Skin layout file */ 223 /** Path of the skin directory relative to a platform or addon folder. 277 /** Skin default **/
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/external/quake/quake/src/QW/server/ |
sv_ents.c | 362 if (ent->v.skin) 426 MSG_WriteByte (msg, ent->v.skin); 506 state->skinnum = ent->v.skin;
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/external/quake/quake/src/QW/ |
Makefile.Linux | 265 $(BUILDDIR)/client/skin.o \ 467 $(BUILDDIR)/client/skin.o : $(CLIENT_DIR)/skin.c 586 $(BUILDDIR)/glclient/skin.o \ 697 $(BUILDDIR)/glclient/skin.o : $(CLIENT_DIR)/skin.c
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qwchangelog.txt | 208 - made all skin downloads go into QW
238 - fixed tolerance on corrupt skin files
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/external/quake/quake/src/WinQuake/docs/ |
readme.glquake | 99 Each player in a deathmatch requires an individual skin texture, so this can 103 will take effect as soon as a player changes their skin colors.
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/external/quake/quake/src/WinQuake/kit/ |
README.TXT | 85 Each player in a deathmatch requires an individual skin texture, so this can
89 will take effect as soon as a player changes their skin colors.
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/frameworks/base/docs/html/sdk/ |
tools-notes.jd | 169 skin name specified.</li> 233 the emulator skin, screen size/density, and scale factor used when launching
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