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  /external/proguard/src/proguard/gui/splash/
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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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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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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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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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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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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  /external/skia/gm/
nocolorbleed.cpp 28 SkBitmap sprite; local
29 sprite.setConfig(SkBitmap::kARGB_8888_Config, 4, 4, 4*sizeof(SkColor));
36 sprite.allocPixels();
37 sprite.lockPixels();
38 SkPMColor* addr = sprite.getAddr32(0, 0);
42 sprite.unlockPixels();
44 // We draw a magnified subrect of the sprite
55 canvas->drawBitmapRect(sprite, &srcRect, dstRect, &paint);
58 canvas->drawBitmapRect(sprite, &srcRect, dstRect);
63 canvas->drawBitmapRect(sprite, &srcRect, dstRect, &paint)
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  /external/replicaisland/src/com/replica/replicaisland/
FixedAnimationComponent.java 35 // We look up the sprite component each frame so that this component can be shared.
37 SpriteComponent sprite = parentObject.findByClass(SpriteComponent.class); local
38 if (sprite != null) {
39 sprite.playAnimation(mAnimationIndex);
GameObjectFactory.java 632 private void addStaticData(GameObjectType type, GameObject object, SpriteComponent sprite) {
643 } else if (entry instanceof SpriteAnimation && sprite != null) {
644 sprite.addAnimation((SpriteAnimation)entry);
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ButtonAnimationComponent.java 74 public void setSprite(SpriteComponent sprite) {
75 mSprite = sprite;
GenericAnimationComponent.java 71 public void setSprite(SpriteComponent sprite) {
72 mSprite = sprite;
AnimationComponent.java 345 public void setSprite(SpriteComponent sprite) {
346 mSprite = sprite;
349 public void setJetSprite(SpriteComponent sprite) {
350 mJetSprite = sprite;
353 public void setSparksSprite(SpriteComponent sprite) {
354 mSparksSprite = sprite;
EnemyAnimationComponent.java 149 public void setSprite(SpriteComponent sprite) {
150 mSprite = sprite;
DoorAnimationComponent.java 179 public void setSprite(SpriteComponent sprite) {
180 mSprite = sprite;
GhostComponent.java 71 // Do we have a sprite we can fade out?
72 SpriteComponent sprite = parentObject.findByClass(SpriteComponent.class); local
73 if (sprite != null) {
74 sprite.setOpacity(mLifeTime);
NPCAnimationComponent.java 368 public void setSprite(SpriteComponent sprite) {
369 mSprite = sprite;
  /external/qemu/distrib/sdl-1.2.12/src/video/riscos/
SDL_riscossprite.c 28 Implements Sprite plotting code for wimp display.window
42 /* Create sprite buffer for screen */
78 /* Initialise a sprite area */
99 regs.r[6] = (((bpp == 16) ? 5 : 6) << 27) /* Type 6 = 32bpp sprite, 5 = 16bpp sprite */
102 | 1; /* Marker to distinguish between mode selectors and sprite modes */
108 /* Modify sprite to take into account 256 colour palette */
109 int *sprite = (int *)(buffer + 16); local
110 /* Adjust sprite offsets */
111 sprite[0] += 2048
147 int *sprite = ((int *)this->hidden->bank[1])+4; local
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  /frameworks/base/services/input/
SpriteController.h 30 * Transformation matrix for a sprite.
55 * Icon that a sprite displays, including its hotspot.
84 * A sprite is a simple graphical object that is displayed on-screen above other layers.
85 * The basic sprite class is an interface.
86 * The implementation is provided by the sprite controller.
88 class Sprite : public RefBase {
90 Sprite() { }
91 virtual ~Sprite() { }
102 /* Sets the bitmap that is drawn by the sprite.
103 * The sprite retains a copy of the bitmap for subsequent rendering. *
260 sp<SpriteImpl> sprite; member in struct:android::SpriteController::SpriteUpdate
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PointerController.h 141 * Tracks pointer movements and draws the pointer sprite to a surface.
191 sp<Sprite> sprite; member in struct:android::PointerController::Spot
196 inline Spot(uint32_t id, const sp<Sprite>& sprite)
197 : id(id), sprite(sprite), alpha(1.0f), scale(1.0f),
232 sp<Sprite> pointerSprite;
239 Vector<sp<Sprite> > recycledSprites;
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/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/skia/src/core/
SkDevice.cpp 221 const SkBitmap* sprite = &bitmap; local
244 // we convert to a temporary bitmap and draw that as a sprite
264 // we've clipped the sprite when we made a copy
267 sprite = &dstBmp;
276 canvas.drawSprite(*sprite, x, y, &paint);
  /external/proguard/lib/
proguardgui.jar 

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