/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 SkStream* stream = new AssetStream(asset, true) [all...] |
BitmapRegionDecoder.cpp | 40 #include <utils/Asset.h> 166 jint native_asset, // Asset 169 Asset* asset = reinterpret_cast<Asset*>(native_asset); local 170 assStream = new AssetStreamAdaptor(asset);
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BitmapFactory.cpp | 18 #include <utils/Asset.h> 328 /* make a deep copy of the asset, and return it as a stream, or NULL if there 331 static SkStream* copyAssetToStream(Asset* asset) { 332 // if we could "ref/reopen" the asset, we may not need to copy it here 333 off64_t size = asset->seek(0, SEEK_SET); 335 SkDebugf("---- copyAsset: asset rewind failed\n"); 339 size = asset->getLength(); 341 SkDebugf("---- copyAsset: asset->getLength() returned %d\n", size); 347 off64_t len = asset->read(data, size) 361 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 41 * "Asset" is the base class for all types of assets. The classes below 45 class Asset { 47 virtual ~Asset(void); 52 /* used when opening an asset */ 80 * Close the asset, freeing all associated resources. 100 * Open a new file descriptor that can be used to read this asset. 102 * asset is compressed). 107 * 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...] |
/external/webkit/Source/WebKit/android/ |
RenderSkinAndroid.cpp | 37 #include <utils/Asset.h> 64 android::Asset* asset = am->open(fileName, android::Asset::ACCESS_BUFFER); local 65 if (!asset) { 66 asset = am->openNonAsset(fileName, android::Asset::ACCESS_BUFFER); 67 if (!asset) { 73 bool success = SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(), bitmap) [all...] |
RenderSkinNinePatch.cpp | 27 #include <utils/Asset.h> 42 Asset* asset = am->open(filename, android::Asset::ACCESS_BUFFER); local 43 if (!asset) { 44 asset = am->openNonAsset(filename, android::Asset::ACCESS_BUFFER); 45 if (!asset) { 52 SkMemoryStream stream(asset->getBuffer(false), asset->getLength()) [all...] |
RenderSkinButton.cpp | 38 #include <utils/Asset.h>
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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 [all...] |
/frameworks/base/libs/rs/ |
rsFileA3D.h | 24 #include <utils/Asset.h> 63 bool load(Asset *asset); 88 Asset *mAsset;
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rsFileA3D.cpp | 85 bool FileA3D::load(Asset *asset) { 86 mAsset = asset; 87 return load(asset->getBuffer(false), asset->getLength()); 411 LOGE("File load failed. Asset stream is NULL"); 425 Asset *asset = static_cast<Asset *>(_asset); local 429 fa3d->load(asset); [all...] |
/frameworks/base/libs/utils/ |
Asset.cpp | 18 // Provide access to a read-only asset. 21 #define LOG_TAG "asset" 24 #include <utils/Asset.h> 50 static Asset* gHead = NULL; 51 static Asset* gTail = NULL; 53 int32_t Asset::getGlobalCount() 59 String8 Asset::getAssetAllocations() 63 Asset* cur = gHead; 79 Asset::Asset(void [all...] |
AssetManager.cpp | 21 #define LOG_TAG "asset" 26 #include <utils/Asset.h> 69 static Asset* const kExcludedAsset = (Asset*) 0xd000000d; 154 LOGW("Asset path %s is neither a directory nor file (type=%d).", 170 LOGV("In %p Asset %s path: %s", this, 301 Asset* ass = openNonAssetInPathLocked("resources.arsc", Asset::ACCESS_BUFFER, ap); 458 * Open an asset. 481 Asset* AssetManager::open(const char* fileName, AccessMode mode [all...] |
Android.mk | 21 Asset.cpp \
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/external/webkit/Source/WebCore/platform/text/android/ |
HyphenationAndroid.cpp | 45 android::Asset* a = am->open("webkit/hyph_en_US.dic", 46 android::Asset::ACCESS_BUFFER); 48 // Asset webkit/hyph_en_US.dic not found!
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/frameworks/base/core/jni/ |
android_util_AssetManager.cpp | 18 #define LOG_TAG "asset" 34 #include <utils/Asset.h> 131 if (mode != Asset::ACCESS_UNKNOWN && mode != Asset::ACCESS_RANDOM 132 && mode != Asset::ACCESS_STREAMING && mode != Asset::ACCESS_BUFFER) { 137 Asset* a = am->open(fileName8.c_str(), (Asset::AccessMode)mode); 144 //printf("Created Asset Stream: %p\n", a); 149 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. 29 printf("Android Asset Packaging Tool, v0.2\n"); 208 Asset* manifestAsset = assets.openNonAsset("AndroidManifest.xml", 209 Asset::ACCESS_BUFFER); 431 Asset* asset = NULL; local 490 asset = assets.openNonAsset(resname, Asset::ACCESS_BUFFER); 491 if (asset == NULL) { 496 if (tree.setTo(asset->getBuffer(true) [all...] |
/external/webkit/Source/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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/frameworks/base/graphics/jni/ |
android_renderscript_RenderScript.cpp | 34 #include <utils/Asset.h> 708 Asset* asset = reinterpret_cast<Asset*>(native_asset); local 710 jint id = (jint)rsaFileA3DCreateFromMemory(con, asset->getBuffer(false), asset->getLength()); 723 Asset* asset = mgr->open(str.c_str(), Asset::ACCESS_BUFFER); local 724 if (asset == NULL) 791 Asset* asset = reinterpret_cast<Asset*>(native_asset); local 811 Asset* asset = mgr->open(str.c_str(), Asset::ACCESS_BUFFER); local [all...] |
/external/webkit/Source/WebKit/android/WebCoreSupport/ |
WebRequest.cpp | 345 Asset* asset = assetManager->open("webkit/incognito_mode_start_page.html", Asset::ACCESS_BUFFER); local 346 if (asset) { 347 data.append((const char*)asset->getBuffer(false), asset->getLength()); 348 delete asset;
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