/external/jmonkeyengine/engine/src/jogg/com/jme3/audio/plugins/ |
OGGLoader.java | 35 import com.jme3.asset.AssetInfo;
36 import com.jme3.asset.AssetLoader;
|
/external/jmonkeyengine/engine/src/test/jme3test/bullet/ |
PhysicsTestHelper.java | 8 import com.jme3.asset.AssetManager; 9 import com.jme3.asset.TextureKey;
|
/external/jmonkeyengine/engine/src/test/jme3test/terrain/ |
TerrainGridSerializationTest.java | 5 import com.jme3.asset.plugins.HttpZipLocator; 6 import com.jme3.asset.plugins.ZipLocator;
|
TerrainGridTest.java | 5 import com.jme3.asset.plugins.HttpZipLocator; 6 import com.jme3.asset.plugins.ZipLocator;
|
TerrainGridTileLoaderTest.java | 5 import com.jme3.asset.plugins.HttpZipLocator; 6 import com.jme3.asset.plugins.ZipLocator;
|
/frameworks/base/core/jni/android/graphics/ |
BitmapRegionDecoder.cpp | 41 #include <androidfw/Asset.h> 167 jint native_asset, // Asset 170 Asset* asset = reinterpret_cast<Asset*>(native_asset); local 171 assStream = new AssetStreamAdaptor(asset);
|
/frameworks/base/include/androidfw/ |
AssetManager.h | 18 // Asset management class. AssetManager objects are thread-safe. 23 #include <androidfw/Asset.h> 53 class Asset; // fwd decl for things that include Asset.h first 62 * The purpose of the AssetManager is to create Asset objects. To do 67 * The asset hierarchy may be examined like a filesystem, using 76 //CACHE_SCAN, // scan full(!) asset hierarchy at init() time 88 * added asset path will be examined first when searching for assets, 93 * newly-added asset source. 104 * Iterate over the asset paths in this manager. (Previousl [all...] |
/external/jmonkeyengine/engine/src/core-plugins/com/jme3/texture/plugins/ |
TGALoader.java | 35 import com.jme3.asset.AssetInfo; 36 import com.jme3.asset.AssetLoader; 37 import com.jme3.asset.TextureKey;
|
/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/ |
SkeletonLoader.java | 38 import com.jme3.asset.AssetInfo; 39 import com.jme3.asset.AssetLoader; 40 import com.jme3.asset.AssetManager;
|
/frameworks/base/core/jni/ |
android_util_AssetManager.cpp | 18 #define LOG_TAG "asset" 34 #include <androidfw/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...] |
/development/ndk/platforms/android-9/samples/native-audio/jni/ |
native-audio-jni.c | 35 // for native asset manager 541 // create asset audio player 551 // use asset manager to open asset by filename 554 AAsset* asset = AAssetManager_open(mgr, (const char *) utf8, AASSET_MODE_UNKNOWN); local 559 // the asset might not be found 560 if (NULL == asset) { 564 // open asset as file descriptor 566 int fd = AAsset_openFileDescriptor(asset, &start, &length); 568 AAsset_close(asset); [all...] |
/external/jmonkeyengine/engine/src/android/jme3test/android/ |
SimpleTexturedTest.java | 12 import com.jme3.asset.TextureKey;
|
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/file/ |
BlenderInputStream.java | 34 import com.jme3.asset.AssetManager;
52 /** The application's asset manager. */
78 * the application's asset manager
355 * This method returns the application's asset manager.
356 * @return the application's asset manager
|
/external/jmonkeyengine/engine/src/core/com/jme3/asset/ |
ImplHandler.java | 33 package com.jme3.asset; 42 * <code>ImplHandler</code> manages the asset loader and asset locator 45 * This is done by keeping an instance of each asset loader and asset 110 * Establishes the asset key that is used for tracking dependent assets
|
/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
Technique.java | 34 import com.jme3.asset.AssetManager; 169 * call {@link #makeCurrent(com.jme3.asset.AssetManager) } on this 182 * @param assetManager The asset manager to use for loading shaders.
|
/external/jmonkeyengine/engine/src/core/com/jme3/shadow/ |
BasicShadowRenderer.java | 34 import com.jme3.asset.AssetManager;
72 * @param manager the asset manager
|
/external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/ |
CrossHatchFilter.java | 34 import com.jme3.asset.AssetManager;
|
LightScatteringFilter.java | 34 import com.jme3.asset.AssetManager;
|
TranslucentBucketFilter.java | 7 import com.jme3.asset.AssetManager;
|
/external/jmonkeyengine/engine/src/test/jme3test/helloworld/ |
HelloCollision.java | 36 import com.jme3.asset.plugins.ZipLocator;
|
/external/jmonkeyengine/engine/src/tools/jme3tools/savegame/ |
SaveGame.java | 7 import com.jme3.asset.AssetManager;
|
/cts/tests/tests/app/src/android/app/cts/ |
DownloadManagerTest.java | 286 private Uri getAssetUrl(String asset) { 287 return Uri.parse(mWebServer.getAssetUrl(asset));
|
/external/jmonkeyengine/engine/src/core/com/jme3/audio/ |
AudioNode.java | 35 import com.jme3.asset.AssetManager; 36 import com.jme3.asset.AssetNotFoundException; 152 * @param assetManager The asset manager to use to load the audio file 171 * @param assetManager The asset manager to use to load the audio file 189 * @param assetManager The asset manager to use to load the audio file 203 * @param assetManager The asset manager to use to load the audio file 216 * @param assetManager The asset manager to use to load the audio file 228 * @param assetManager The asset manager to use to load the audio file
|
/external/jmonkeyengine/engine/src/core-plugins/com/jme3/export/binary/ |
BinaryImporter.java | 35 import com.jme3.asset.AssetInfo; 36 import com.jme3.asset.AssetManager;
|
/external/jmonkeyengine/engine/src/test/jme3test/audio/ |
TestMusicPlayer.java | 35 import com.jme3.asset.AssetInfo; 36 import com.jme3.asset.AssetLoader;
|