/frameworks/base/core/jni/android/graphics/ |
Utils.h | 25 #include <utils/Asset.h> 31 AssetStreamAdaptor(Asset* a) : fAsset(a) {} 36 Asset* fAsset;
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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)) [all...] |
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);
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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 [all...] |
Movie.cpp | 8 #include <utils/Asset.h>
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/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) [all...] |
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 [all...] |
ResourceTypes.h | 23 #include <utils/Asset.h> [all...] |
/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) [all...] |
/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 [all...] |
/development/simulator/app/ |
LoadableImage.cpp | 60 android::Asset* pAsset; 62 pAsset = pAssetMgr->open(mName, android::Asset::ACCESS_RANDOM); 67 //printf("--- opened asset '%s'\n",
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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;
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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",
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/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 [all...] |
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 [all...] |
Android.mk | 21 Asset.cpp \
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/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 [all...] |
/frameworks/base/tools/localize/ |
Android.mk | 4 # Android Asset Packaging Tool
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/frameworks/base/tools/aapt/ |
Android.mk | 4 # Android Asset Packaging Tool
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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) [all...] |
/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);
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/external/bison/ |
Android.mk | 4 # Android Asset Packaging Tool
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/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. [all...] |
/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;
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/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(), [all...] |