/external/webkit/WebCore/platform/graphics/skia/ |
NativeImageSkia.cpp | 83 // we incrementally draw more of the image, we only have to resample the
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PatternSkia.cpp | 72 // Skia does not have a "draw the tile only once" option. Clamp_TileMode
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/external/webkit/WebCore/platform/graphics/win/ |
FontWin.cpp | 87 // Draw the glyph buffer now at the starting point returned in startX.
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/external/webkit/WebCore/rendering/ |
RenderSVGContainer.h | 41 // <marker> uses these methods to only allow drawing children during a special marker draw time
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RenderThemeChromiumWin.h | 49 // A method asking if the theme is able to draw the focus ring.
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/external/webkit/WebCore/svg/graphics/ |
SVGResourceMarker.cpp | 62 void SVGResourceMarker::draw(RenderObject::PaintInfo& paintInfo, const AffineTransform& transform) function in class:WebCore::SVGResourceMarker
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/external/webkit/WebKit/android/ |
RenderSkinRadio.cpp | 68 void RenderSkinRadio::Draw(SkCanvas* canvas, Node* element, const IntRect& ir,
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/external/webkit/WebKit/android/jni/ |
PictureSet.h | 71 bool draw(SkCanvas* );
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/external/webkit/WebKit/android/plugins/ |
PluginWidgetAndroid.cpp | 176 void PluginWidgetAndroid::draw(SkCanvas* canvas) { function in class:PluginWidgetAndroid 188 event.data.draw.model = m_drawingModel; 189 SkANP::SetRect(&event.data.draw.clip, dirty.getBounds()); 196 if (SkANP::SetBitmap(&event.data.draw.data.bitmap,
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/external/webkit/WebKit/mac/WebView/ |
WebClipView.m | 38 // because it expects to have to draw outside the bounds of the view it's being drawn for.
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WebDocumentPrivate.h | 54 // NSImage of the portion of the selection that's in view. This does not draw backgrounds.
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/frameworks/base/core/jni/android/graphics/ |
Movie.cpp | 128 { "draw", "(Landroid/graphics/Canvas;FFLandroid/graphics/Paint;)V",
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/frameworks/base/opengl/java/android/opengl/ |
Group.java | 115 public void draw(GL10 gl) { method in class:Group
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/packages/apps/Launcher2/src/com/android/launcher2/ |
IconCache.java | 64 d.draw(c);
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/packages/wallpapers/MusicVisualization/res/raw/ |
waveform.rs | 134 // Draw the visualizer.
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/sdk/ddms/libs/ddmuilib/src/com/android/ddmuilib/log/event/ |
OccurrenceRenderer.java | 88 g2.draw(line);
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/sdk/draw9patch/src/com/android/draw9patch/ui/ |
MainFrame.java | 44 super("Draw 9-patch");
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/frameworks/base/core/java/android/widget/ |
GridView.java | 213 * range that we draw. 653 * Calculate the bottom-most pixel we can draw the selection into 659 * @return The bottom-most pixel we can draw the selection into 663 // Last pixel we can draw the selection into 672 * Calculate the top-most pixel we can draw the selection into 677 * @return The top-most pixel we can draw the selection into 680 // first pixel we can draw the selection into 693 * @param topSelectionPixel The topmost pixel we can draw the selection into 694 * @param bottomSelectionPixel The bottommost pixel we can draw the 722 * @param topSelectionPixel The topmost pixel we can draw the selection int [all...] |
/development/apps/GraphicsLab/src/com/android/graphicslab/ |
GraphicsLab.java | 140 mPatch.draw(canvas); 243 mPatch.draw(canvas);
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/development/ndk/platforms/android-9/samples/native-activity/jni/ |
main.c | 265 // to draw the next frame of animation. 295 // Done with events; draw next animation frame.
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/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
WindowSurface.java | 236 // Draw old lines. 244 // Draw new line.
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/development/samples/GlobalTime/src/com/android/globaltime/ |
Shape.java | 31 * The {@link #draw(GL10)} method draws the object to the given OpenGL context. 238 public void draw(GL10 gl) { method in class:Shape
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/external/dropbear/libtommath/demo/ |
timing.c | 23 static void draw(mp_int * a) function 269 draw(&d);
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/external/quake/quake/src/QW/client/ |
gl_screen.c | 44 syncronous draw mode or async 49 async draw will require the refresh area to be cleared, because it will be 50 xblited, but sync draw can just ignore it. 53 draw 97 qboolean scr_initialized; // ready to draw 598 Con_DrawNotify (); // only draw notify in game 1007 // draw a fresh screen 1141 // draw any areas not covered by the refresh
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screen.c | 44 syncronous draw mode or async
49 async draw will require the refresh area to be cleared, because it will be
50 xblited, but sync draw can just ignore it.
53 draw
94 qboolean scr_initialized; // ready to draw
571 Con_DrawNotify (); // only draw notify in game
732 // in draw.c
952 // draw a fresh screen
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