/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 [all...] |
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
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/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
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/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
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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
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/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);
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/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);
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/frameworks/base/opengl/libagl/ |
egl.cpp | 121 EGLSurface draw; member in struct:android::egl_context_t [all...] |
/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
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/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);
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/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);
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/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
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/development/simulator/app/ |
DeviceWindow.cpp | 237 /* draw background image */ 240 /* If necessary, draw onion skin image on top */ 246 // debug - draw the corners
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/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());
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/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);
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/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 [all...] |
/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
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/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);
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/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.
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/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
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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 [all...] |
/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. */
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/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
Cube.java | 89 public void draw(GL10 gl) method in class:Cube
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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
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_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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