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    Searched refs:Sprite (Results 1 - 21 of 21) sorted by null

  /external/proguard/src/proguard/gui/splash/
Sprite.java 31 public interface Sprite
CompositeSprite.java 26 * This Sprite is the composition of a list of Sprite objects.
30 public class CompositeSprite implements Sprite
32 private final Sprite[] sprites;
37 * @param sprites the array of Sprite objects to which the painting will
40 public CompositeSprite(Sprite[] sprites)
46 // Implementation for Sprite.
ColorSprite.java 26 * This Sprite colors another given sprite.
30 public class ColorSprite implements Sprite
33 private final Sprite sprite; field in class:ColorSprite
38 * @param color the variable color of the given sprite.
39 * @param sprite the sprite that will be colored and painted.
42 Sprite sprite)
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FontSprite.java 26 * This Sprite sets the font for another given sprite.
30 public class FontSprite implements Sprite
33 private final Sprite sprite; field in class:FontSprite
38 * @param font the variable Font of the given sprite.
39 * @param sprite the sprite that will be provided of a font and painted.
42 Sprite sprite)
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TimeSwitchSprite.java 26 * This Sprite displays another Sprite in a given time interval.
27 * The time of the encapsulated Sprite is shifted by the start time.
31 public class TimeSwitchSprite implements Sprite
35 private final Sprite sprite; field in class:TimeSwitchSprite
39 * Creates a new TimeSwitchSprite for displaying a given Sprite starting at
42 * @param sprite the toggled Sprite.
44 public TimeSwitchSprite(long onTime, Sprite sprite
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ClipSprite.java 26 * This Sprite encapsulates another Sprite, which is clipped by a clip Sprite.
30 public class ClipSprite implements Sprite
34 private final Sprite clipSprite;
35 private final Sprite sprite; field in class:ClipSprite
40 * @param insideClipColor the background color inside the clip sprite.
41 * @param outsideClipColor the background color outside the clip sprite.
42 * @param clipSprite the clip Sprite
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BufferedSprite.java 27 * This Sprite encapsulates another Sprite, which is then buffered in an Image.
31 public class BufferedSprite implements Sprite
37 private final Sprite sprite; field in class:BufferedSprite
50 * @param sprite the Sprite that is painted in the buffer.
59 Sprite sprite,
68 sprite,
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ShadowedSprite.java 26 * This Sprite adds a drop shadow to another Sprite.
30 public class ShadowedSprite implements Sprite
36 private final Sprite sprite; field in class:ShadowedSprite
44 * @param xOffset the variable x-offset of the shadow, relative to the sprite itself.
45 * @param yOffset the variable y-offset of the shadow, relative to the sprite itself.
49 * @param sprite the Sprite to be painted with its shadow.
55 Sprite sprite
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SplashPanel.java 31 * This JPanel renders an animated Sprite.
40 private final Sprite sprite; field in class:SplashPanel
50 * Creates a new SplashPanel with the given Sprite, which will be animated
52 * @param sprite the Sprite that will be animated.
54 * animating the Sprite (between 0 and 1).
56 public SplashPanel(Sprite sprite, double processorLoad)
58 this(sprite, processorLoad, (long)Integer.MAX_VALUE)
212 Sprite sprite = local
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CircleSprite.java 26 * This Sprite represents an animated circle. It can optionally be filled.
30 public class CircleSprite implements Sprite
57 // Implementation for Sprite.
ImageSprite.java 26 * This Sprite represents an animated image.
30 public class ImageSprite implements Sprite
61 // Implementation for Sprite.
TextSprite.java 26 * This Sprite represents a text.
30 public class TextSprite implements Sprite
74 // Implementation for Sprite.
RectangleSprite.java 26 * This Sprite represents an animated rounded rectangle. It can optionally be filled.
30 public class RectangleSprite implements Sprite
92 // Implementation for Sprite.
  /frameworks/base/services/input/
PointerController.h 140 * Tracks pointer movements and draws the pointer sprite to a surface.
190 sp<Sprite> sprite; member in struct:android::PointerController::Spot
195 inline Spot(uint32_t id, const sp<Sprite>& sprite)
196 : id(id), sprite(sprite), alpha(1.0f), scale(1.0f),
231 sp<Sprite> pointerSprite;
238 Vector<sp<Sprite> > recycledSprites;
SpriteController.h 32 * Transformation matrix for a sprite.
57 * Icon that a sprite displays, including its hotspot.
86 * A sprite is a simple graphical object that is displayed on-screen above other layers.
87 * The basic sprite class is an interface.
88 * The implementation is provided by the sprite controller.
90 class Sprite : public RefBase {
92 Sprite() { }
93 virtual ~Sprite() { }
104 /* Sets the bitmap that is drawn by the sprite.
105 * The sprite retains a copy of the bitmap for subsequent rendering. *
262 sp<SpriteImpl> sprite; member in struct:android::SpriteController::SpriteUpdate
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PointerController.cpp 445 spot->sprite->setAlpha(spot->alpha);
483 mLocked.pointerSprite->setLayer(Sprite::BASE_LAYER_POINTER);
524 // Obtain a sprite from the recycled pool.
525 sp<Sprite> sprite; local
527 sprite = mLocked.recycledSprites.top();
530 sprite = mSpriteController->createSprite();
534 Spot* spot = new Spot(id, sprite);
551 spot->sprite->clearIcon();
554 mLocked.recycledSprites.push(spot->sprite);
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SpriteController.cpp 53 sp<Sprite> SpriteController::createSprite() {
67 "Sprite closeTransaction() called but there is no open sprite transaction");
76 void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
78 mLocked.invalidatedSprites.push(sprite);
108 // Collect information about sprite updates.
109 // Each sprite update record includes a reference to its associated sprite so we can
120 const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i); local
122 updates.push(SpriteUpdate(sprite, sprite->getStateLocked()))
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  /external/proguard/lib/
proguardgui.jar 
  /development/samples/ApiDemos/src/com/example/android/apis/view/
GameView.java 479 private abstract class Sprite {
506 public float distanceTo(Sprite other) {
510 public boolean collidesWith(Sprite other) {
568 private class Ship extends Sprite {
685 private class Bullet extends Sprite {
716 private class Obstacle extends Sprite {
  /external/mesa3d/docs/OLD/
MESA_sprite_point.spec 39 effective way to render many small sprite images for particle systems
62 define and implement so POINT_SMOOTH is ignored when drawing sprite
70 4. What about sprite rotation?
72 There is none. Sprite points are always rendered as window-aligned
87 Polygon culling wouldn't be useful for sprite points since the
92 7. Should sprite points be alpha-attenuated if their size is below the
95 8. Should there be an advertisized maximum sprite point size?
  /external/proguard/src/proguard/gui/
ProGuardGUI.java 260 Sprite splash =
261 new CompositeSprite(new Sprite[]
275 new CompositeSprite(new Sprite[]
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