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  /external/quake/quake/src/QW/client/
console.c 435 return; // don't draw anything (allways draw if not active)
450 // draw it
551 // draw the background
554 // draw the text
558 rows = (lines-22)>>3; // rows of text to draw
562 // draw from the bottom up
565 // draw arrows to show the buffer is backscrolled
587 // draw the download bar
624 // draw i
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r_bsp.c 292 // draw or recurse further
297 // draw if we've reached a non-solid leaf, done if all that's left is a
352 // draw the polygon
430 // draw the polygon
501 // if a leaf node, draw stuff
558 // draw stuff
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/
LabelMaker.java 140 * @return the id of the label, used to measure and draw the label
152 * @return the id of the label, used to measure and draw the label
160 * @return the id of the label, used to measure and draw the label
172 * @return the id of the label, used to measure and draw the label
239 background.draw(mCanvas);
331 * Draw a given label at a given x,y position, expressed in pixels, with the
339 public void draw(GL10 gl, float x, float y, int labelID) { method in class:LabelMaker
  /external/quake/quake/src/WinQuake/
console.cpp 487 return; // don't draw anything
502 // draw it
591 // Don't draw console during time demo, it skews the timedemo
597 // draw the background
600 // draw the text
603 rows = (lines-16)>>3; // rows of text to draw
617 // draw the input prompt, user text, and cursor if desired
r_bsp.cpp 292 // draw or recurse further
297 // draw if we've reached a non-solid leaf, done if all that's left is a
352 // draw the polygon
430 // draw the polygon
501 // if a leaf node, draw stuff
558 // draw stuff
  /frameworks/base/core/java/android/widget/
FastScroller.java 34 * Helper class for AbsListView to draw and control the Fast Scroll thumb
116 // Bounds are always top right. Y coordinate get's translated during draw
169 public void draw(Canvas canvas) { method in class:FastScroller
172 // No need to draw anything
192 mThumbDrawable.draw(canvas);
195 // If user is dragging the scroll bar, draw the alphabet overlay
197 mOverlayDrawable.draw(canvas);
  /packages/apps/Phone/src/com/android/phone/
InCallMenuView.java 317 // Add a vertical divider to draw
386 // If we have a horizontal divider to draw, draw it at the remembered positions
389 mHorizontalDivider.draw(canvas);
394 // If we have a vertical divider to draw, draw it at the remembered positions
397 mVerticalDivider.draw(canvas);
  /frameworks/base/opengl/libagl/
egl.cpp 121 EGLSurface draw; member in struct:android::egl_context_t
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  /external/webkit/WebCore/platform/graphics/
BitmapImage.cpp 338 // Draw the next frame immediately. Note that m_desiredFrameStartTime
344 // caller, draw() will clear it, and nothing will cause the
348 // while draw() is not in the callstack, meaning draw() gets called
388 // onscreen, we'll soon make a call to draw(), which will call
423 // We need to draw this frame if we advanced to it while not skipping, or if
  /packages/apps/Gallery/src/com/android/camera/
HighlightView.java 77 protected void draw(Canvas canvas) { method in class:HighlightView
122 mResizeDrawableDiagonal.draw(canvas);
147 mResizeDrawableWidth.draw(canvas);
153 mResizeDrawableWidth.draw(canvas);
159 mResizeDrawableHeight.draw(canvas);
165 mResizeDrawableHeight.draw(canvas);
  /packages/apps/Gallery3D/src/com/cooliris/media/
HighlightView.java 74 protected void draw(Canvas canvas) { method in class:HighlightView
111 mResizeDrawableDiagonal.draw(canvas);
128 mResizeDrawableWidth.draw(canvas);
132 mResizeDrawableWidth.draw(canvas);
136 mResizeDrawableHeight.draw(canvas);
140 mResizeDrawableHeight.draw(canvas);
  /development/samples/Compass/src/com/example/android/compass/
CompassActivity.java 41 * {@link android.hardware.SensorManager SensorManager} API to draw
102 * Now we're ready to draw some 3D objects
131 * each time we draw, but usually a new projection needs to
  /development/simulator/app/
DeviceWindow.cpp 237 /* draw background image */
240 /* If necessary, draw onion skin image on top */
246 // debug - draw the corners
  /external/skia/src/views/
SkWidgetViews.cpp 77 anim.draw(&canvas, paint, 0);
93 anim.draw(&canvas, paint, 0);
303 SkAnimator::DifferenceType diff = fAnim.draw(canvas, &paint, SkTime::GetMSecs());
  /external/skia/tests/
BlitRowTest.cpp 177 void draw(SkCanvas* canvas, SkPaint* paint) { function in struct:Mesh
212 // cons up a mesh to draw the bitmap with
242 mesh.draw(&canvas1, &paint);
  /external/webkit/WebCore/platform/graphics/chromium/
UniscribeHelper.cpp 293 void UniscribeHelper::draw(GraphicsContext* graphicsContext, function in class:WebCore::UniscribeHelper
311 // See if we need to draw any characters in this item.
328 // Since |to| is exclusive, the first character we draw on the
336 // The first character to draw is before (to the right) of this
337 // span, so draw all the way to the end.
340 // We want to draw everything up until the character to the
359 // WebKit asks us to draw a subset of the run, it actually tells us
360 // to draw at the X offset of the beginning of the run, since it
367 // Actually draw the glyphs we found.
476 inputState.fDisplayZWG = false; // Don't draw control characters
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  /external/webkit/WebCore/platform/graphics/win/
GraphicsContextCGWin.cpp 88 // Need to make a CGImage out of the bitmap's pixel buffer and then draw
190 // Make sure to draw only complete dots.
200 // Draw the underline
  /external/webkit/WebCore/platform/graphics/wince/
ImageBufferWince.cpp 44 virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator);
51 void BufferedImage::draw(GraphicsContext* ctxt, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator compositeOp) function in class:WebCore::BufferedImage
55 m_data->m_bitmap->draw(ctxt, intDstRect, intSrcRect, compositeOp);
  /external/webkit/WebCore/rendering/
RenderPath.cpp 204 fillPaintServer->draw(context, object, ApplyToFillTargetType);
210 strokePaintServer->draw(context, object, ApplyToStrokeTargetType);
264 // We only draw in the forground phase, so we only hit-test then.
  /frameworks/base/graphics/java/android/graphics/drawable/
AnimatedRotateDrawable.java 68 public void draw(Canvas canvas) { method in class:AnimatedRotateDrawable
83 drawable.draw(canvas);
110 // TODO: This should be computed in draw(Canvas), based on the amount
GradientDrawable.java 135 /** draw the gradient from the top to the bottom */
137 /** draw the gradient from the top-right to the bottom-left */
139 /** draw the gradient from the right to the left */
141 /** draw the gradient from the bottom-right to the top-left */
143 /** draw the gradient from the bottom to the top */
145 /** draw the gradient from the bottom-left to the top-right */
147 /** draw the gradient from the left to the right */
149 /** draw the gradient from the top-left to the bottom-right */
249 public void draw(Canvas canvas) { method in class:GradientDrawable
251 // nothing to draw
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  /frameworks/base/graphics/tests/graphicstests/src/android/graphics/
GraphicsPerformanceTests.java 79 /** Bitmap we allocate and draw to */
160 /** Number of times to run each draw test */
163 /** Bitmap to draw. Allocated by subclass's createBitmap() function. */
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
Cube.java 89 public void draw(GL10 gl) method in class:Cube
MatrixPaletteRenderer.java 204 public void draw(GL10 gl) { method in class:MatrixPaletteRenderer.Grid
322 * Now we're ready to draw some 3D objects
363 mGrid.draw(gl);
373 * each time we draw, but usually a new projection needs to
_index.html 27 <dd>Demonstrates using the {@link android.graphics.Paint} and {@link android.graphics.Canvas} objects to draw random points on the screen, with different colors and strokes. </dd>

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