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  /frameworks/base/core/jni/android/graphics/
Utils.h 25 #include <utils/Asset.h>
31 AssetStreamAdaptor(Asset* a) : fAsset(a) {}
36 Asset* fAsset;
Typeface.cpp 58 AssetStream(Asset* asset, bool hasMemoryBase) : fAsset(asset)
88 // asset->seek returns new total offset
111 Asset* fAsset;
128 Asset* asset = mgr->open(str.c_str(), Asset::ACCESS_BUFFER); local
129 if (NULL == asset) {
133 return SkTypeface::CreateFromStream(new AssetStream(asset, true))
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BitmapRegionDecoder.cpp 39 #include <utils/Asset.h>
172 jint native_asset, // Asset
175 Asset* asset = reinterpret_cast<Asset*>(native_asset); local
176 assStream = new AssetStreamAdaptor(asset);
BitmapFactory.cpp 16 #include <utils/Asset.h>
367 /* make a deep copy of the asset, and return it as a stream, or NULL if there
370 static SkStream* copyAssetToStream(Asset* asset) {
371 // if we could "ref/reopen" the asset, we may not need to copy it here
372 off_t size = asset->seek(0, SEEK_SET);
374 SkDebugf("---- copyAsset: asset rewind failed\n");
378 size = asset->getLength();
380 SkDebugf("---- copyAsset: asset->getLength() returned %d\n", size);
386 off_t len = asset->read(data, size)
400 Asset* asset = reinterpret_cast<Asset*>(native_asset); local
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Movie.cpp 8 #include <utils/Asset.h>
  /frameworks/base/include/utils/
Asset.h 18 // Class providing access to a read-only asset. Asset objects are NOT
39 * "Asset" is the base class for all types of assets. The classes below
43 class Asset {
45 virtual ~Asset(void);
50 /* used when opening an asset */
78 * Close the asset, freeing all associated resources.
98 * Open a new file descriptor that can be used to read this asset.
100 * asset is compressed).
105 * Return whether this asset's buffer is allocated in RAM (not mmapped)
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AssetManager.h 18 // Asset management class. AssetManager objects are thread-safe.
23 #include <utils/Asset.h>
52 class Asset; // fwd decl for things that include Asset.h first
61 * The purpose of the AssetManager is to create Asset objects. To do
66 * The asset hierarchy may be examined like a filesystem, using
75 //CACHE_SCAN, // scan full(!) asset hierarchy at init() time
87 * added asset path will be examined first when searching for assets,
92 * newly-added asset source.
103 * Iterate over the asset paths in this manager. (Previousl
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ResourceTypes.h 23 #include <utils/Asset.h>
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  /external/webkit/WebKit/android/
RenderSkinAndroid.cpp 37 #include "utils/Asset.h"
56 android::Asset* asset = am->open(fileName, android::Asset::ACCESS_BUFFER); local
57 if (!asset) {
58 asset = am->openNonAsset(fileName, android::Asset::ACCESS_BUFFER);
59 if (!asset) {
65 bool success = SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(), bitmap)
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  /frameworks/base/native/android/
asset_manager.cpp 23 #include <utils/Asset.h>
49 Asset* mAsset;
51 AAsset(Asset* asset) : mAsset(asset) { }
70 * Asset Manager functionality
89 Asset::AccessMode amMode;
92 amMode = Asset::ACCESS_UNKNOWN;
95 amMode = Asset::ACCESS_RANDOM;
98 amMode = Asset::ACCESS_STREAMING
108 Asset* asset = mgr->open(filename, amMode); local
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  /development/simulator/app/
LoadableImage.cpp 60 android::Asset* pAsset;
62 pAsset = pAssetMgr->open(mName, android::Asset::ACCESS_RANDOM);
67 //printf("--- opened asset '%s'\n",
AssetStream.h 4 // Provide a wxInputStream subclass based on the Android Asset class.
12 #include <utils/Asset.h>
22 * The AssetStream takes ownership of the Asset.
26 AssetStream(android::Asset* pAsset)
97 android::Asset* mpAsset;
PhoneData.cpp 553 android::Asset* pAsset;
556 pAsset = pAssetMgr->open(fileName, Asset::ACCESS_STREAMING);
558 fprintf(stderr, "Unable to open asset '%s'\n", (const char*) fileName);
561 //printf("--- opened asset '%s'\n",
  /frameworks/base/libs/utils/
Asset.cpp 18 // Provide access to a read-only asset.
21 #define LOG_TAG "asset"
24 #include <utils/Asset.h>
47 static Asset* gHead = NULL;
48 static Asset* gTail = NULL;
50 int32_t Asset::getGlobalCount()
56 String8 Asset::getAssetAllocations()
60 Asset* cur = gHead;
76 Asset::Asset(void
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AssetManager.cpp 21 #define LOG_TAG "asset"
26 #include <utils/Asset.h>
54 static Asset* const kExcludedAsset = (Asset*) 0xd000000d;
110 LOGW("Asset path %s is neither a directory nor file (type=%d).",
126 LOGV("In %p Asset %s path: %s", this,
242 * Open an asset.
265 Asset* AssetManager::open(const char* fileName, AccessMode mode)
279 * For each top-level asset path, search for the asset
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Android.mk 21 Asset.cpp \
  /frameworks/base/core/jni/
android_util_AssetManager.cpp 18 #define LOG_TAG "asset"
32 #include <utils/Asset.h>
129 if (mode != Asset::ACCESS_UNKNOWN && mode != Asset::ACCESS_RANDOM
130 && mode != Asset::ACCESS_STREAMING && mode != Asset::ACCESS_BUFFER) {
136 Asset* a = am->open(fileName8, (Asset::AccessMode)mode);
145 //printf("Created Asset Stream: %p\n", a);
150 static jobject returnParcelFileDescriptor(JNIEnv* env, Asset* a, jlongArray outOffsets
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  /frameworks/base/tools/localize/
Android.mk 4 # Android Asset Packaging Tool
  /frameworks/base/tools/aapt/
Android.mk 4 # Android Asset Packaging Tool
Command.cpp 4 // Android Asset Packaging Tool main entry point.
28 printf("Android Asset Packaging Tool, v0.2\n");
205 Asset* manifestAsset = assets.openNonAsset("AndroidManifest.xml",
206 Asset::ACCESS_BUFFER);
402 Asset* asset = NULL; local
442 asset = assets.openNonAsset(resname, Asset::ACCESS_BUFFER);
443 if (asset == NULL) {
448 if (tree.setTo(asset->getBuffer(true)
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  /external/webkit/WebCore/platform/graphics/android/
ImageAndroid.cpp 350 android::Asset* a = am->open(path.c_str(),
351 android::Asset::ACCESS_BUFFER);
353 SkDebugf("---------------- failed to open image asset %s\n", name);
357 SkAutoTDelete<android::Asset> ad(a);
  /external/bison/
Android.mk 4 # Android Asset Packaging Tool
  /external/webkit/WebKit/android/WebCoreSupport/
FrameLoaderClientAndroid.cpp 338 // Grab the error page from the asset manager
339 Asset* a = am->openNonAsset(
340 filename.utf8().data(), Asset::ACCESS_BUFFER);
376 // Delete the asset.
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  /frameworks/base/cmds/bootanimation/
BootAnimation.cpp 90 Asset* asset = assets.open(name, Asset::ACCESS_BUFFER); local
91 if (!asset)
94 SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(),
96 asset->close();
97 delete asset;
  /frameworks/base/graphics/jni/
android_renderscript_RenderScript.cpp 34 #include <utils/Asset.h>
529 Asset* asset = reinterpret_cast<Asset*>(native_asset); local
531 SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(),
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