/external/webkit/Source/WebCore/dom/ |
ClientRectList.cpp | 39 ClientRectList::ClientRectList(const Vector<FloatQuad>& quads) 41 m_list.reserveInitialCapacity(quads.size()); 42 for (size_t i = 0; i < quads.size(); ++i) 43 m_list.append(ClientRect::create(quads[i].enclosingBoundingBox()));
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ClientRectList.h | 42 static PassRefPtr<ClientRectList> create(const Vector<FloatQuad>& quads) { return adoptRef(new ClientRectList(quads)); }
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Element.cpp | 512 Vector<FloatQuad> quads; 519 quads.append(renderer()->localToAbsoluteQuad(localRect)); 525 renderBoxModelObject()->absoluteQuads(quads); 528 if (quads.isEmpty()) 531 IntRect result = quads[0].enclosingBoundingBox(); 532 for (size_t i = 1; i < quads.size(); ++i) 533 result.unite(quads[i].enclosingBoundingBox()); 550 Vector<FloatQuad> quads; 551 renderBoxModelObject->absoluteQuads(quads); 561 for (size_t i = 0; i < quads.size(); ++i) 576 Vector<FloatQuad> quads; local [all...] |
Range.cpp | 1904 Vector<FloatQuad> quads; local 1984 Vector<FloatQuad> quads; local [all...] |
/external/opencv/cv/src/ |
cvcalibinit.cpp | 44 uses a graph of connected quads. It is based on the code contributed 128 static int icvGenerateQuads( CvCBQuad **quads, CvCBCorner **corners, 135 static void icvFindQuadNeighbors( CvCBQuad *quads, int quad_count ); 137 static int icvFindConnectedQuads( CvCBQuad *quads, int quad_count, 145 CvCBQuad **quads, CvSize pattern_size ); 147 static int icvOrderFoundConnectedQuads( int quad_count, CvCBQuad **quads, 153 static int icvTrimCol(CvCBQuad **quads, int count, int col, int dir); 155 static int icvTrimRow(CvCBQuad **quads, int count, int row, int dir); 157 static int icvAddOuterQuad(CvCBQuad *quad, CvCBQuad **quads, int quad_count, 160 static void icvRemoveQuadFromGroup(CvCBQuad **quads, int count, CvCBQuad *q0) 217 CvCBQuad *quads = 0, **quad_group = 0; local [all...] |
/external/webkit/Source/WebCore/rendering/svg/ |
RenderSVGModelObject.cpp | 79 void RenderSVGModelObject::absoluteQuads(Vector<FloatQuad>& quads) 81 quads.append(localToAbsoluteQuad(strokeBoundingBox()));
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RenderSVGInline.cpp | 85 void RenderSVGInline::absoluteQuads(Vector<FloatQuad>& quads) 93 quads.append(localToAbsoluteQuad(FloatRect(textBoundingBox.x() + box->x(), textBoundingBox.y() + box->y(), box->logicalWidth(), box->logicalHeight())));
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RenderSVGText.cpp | 227 void RenderSVGText::absoluteQuads(Vector<FloatQuad>& quads) 229 quads.append(localToAbsoluteQuad(strokeBoundingBox()));
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/external/skia/src/gpu/ |
GrPathUtils.h | 53 // Converts a cubic into a sequence of quads. If working in device space 55 // result is sets of 3 points in quads (TODO: share endpoints in returned 59 SkTArray<SkPoint, true>* quads);
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GrAAHairLinePathRenderer.cpp | 139 // we subdivide the quads to avoid huge overfill 189 * Generates the lines and quads to be rendered. Lines are always recorded in 192 * Quads are recorded in device space unless m contains 194 * subdivide large quads to reduce over-fill. This subdivision has to be 202 PtArray* quads, 247 // when in perspective keep quads in src space 249 SkPoint* pts = quads->push_back_n(3); 301 SkPoint* pts = quads->push_back_n(3); 531 PREALLOC_PTARRAY(128) quads; 538 &lines, &quads, &qSubdivs) 639 int quads = 0; local [all...] |
GrPathUtils.cpp | 282 SkTArray<SkPoint, true>* quads, 308 SkPoint* pts = quads->push_back_n(3); 318 quads, sublevel + 1); 320 quads, sublevel + 1); 327 SkTArray<SkPoint, true>* quads) { 333 convert_noninflect_cubic_to_quads(cubic, tolScale, quads);
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GrAAConvexPathRenderer.cpp | 240 SkSTArray<15, SkPoint, true> quads; local 241 GrPathUtils::convertCubicToQuads(pts, SK_Scalar1, &quads); 242 int count = quads.count(); 246 segments->back().fPts[0] = quads[q + 1]; 247 segments->back().fPts[1] = quads[q + 2];
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/external/jmonkeyengine/engine/src/core/com/jme3/font/ |
BitmapTextPage.java | 121 void assemble(Letters quads) {
123 quads.rewind();
125 while (quads.nextCharacter()) {
126 if (quads.isPrintable()) {
127 if (quads.getCharacterSetPage() == page) {
128 pageQuads.add(quads.getQuad());
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/frameworks/native/opengl/tests/tritex/ |
tritex.cpp | 31 void render(int quads);
228 void render(int quads)
249 GLushort* indices = (GLushort*)malloc(quads*sizeof(quadIndices)); 250 for (i=0 ; i<quads ; i++) 267 printf("loop %d / 10 (%d quads / loop)\n", j, quads); 271 glDrawElements(GL_TRIANGLES, nelem*quads, GL_UNSIGNED_SHORT, indices);
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/external/webkit/Source/WebKit/android/jni/ |
AndroidHitTestResult.cpp | 143 Vector<FloatQuad> quads; local 145 renderer->absoluteFocusRingQuads(quads); 146 if (!quads.size()) 147 renderer->absoluteQuads(quads); // No fancy rings, grab a bounding box 148 for (size_t i = 0; i < quads.size(); i++) { 149 IntRect boundingBox = quads[i].enclosingBoundingBox();
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/frameworks/base/libs/hwui/ |
Patch.h | 61 Vector<Rect> quads; member in struct:android::uirenderer::Patch
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Patch.cpp | 111 if (hasEmptyQuads) quads.clear(); 114 // vertices we actually need when generating the quads 280 // Skip degenerate and transparent (empty) quads 290 // Record all non empty quads 293 quads.add(bounds);
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/dalvik/tests/044-proxy/src/ |
BasicTest.java | 45 Quads quads = (Quads) proxy; local 46 quads.rectangle(15, 25); 47 quads.trapezoid(6, 81.18, 4); 89 new Class[] { Quads.class, Colors.class }); 127 interface Quads extends Shapes { 160 class Mix implements Quads, Colors {
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/external/webkit/Source/WebCore/rendering/ |
RenderInline.cpp | 552 void RenderInline::absoluteQuads(Vector<FloatQuad>& quads) 555 culledInlineAbsoluteQuads(this, quads); 559 quads.append(localToAbsoluteQuad(localRect)); 562 quads.append(localToAbsoluteQuad(FloatRect())); 565 continuation()->absoluteQuads(quads); 568 void RenderInline::culledInlineAbsoluteQuads(const RenderInline* container, Vector<FloatQuad>& quads) 571 quads.append(localToAbsoluteQuad(FloatRect())); 593 quads.append(localToAbsoluteQuad(result)); 599 currInline->culledInlineAbsoluteQuads(container, quads); 616 quads.append(localToAbsoluteQuad(result)) [all...] |
RenderText.cpp | 382 void RenderText::absoluteQuads(Vector<FloatQuad>& quads, ClippingOption option) 395 quads.append(localToAbsoluteQuad(FloatRect(boundaries))); 399 void RenderText::absoluteQuads(Vector<FloatQuad>& quads) 401 absoluteQuads(quads, NoClipping); 404 void RenderText::absoluteQuadsForRange(Vector<FloatQuad>& quads, unsigned start, unsigned end, bool useSelectionHeight) 430 quads.append(localToAbsoluteQuad(FloatRect(r))); 445 quads.append(localToAbsoluteQuad(FloatRect(r))); [all...] |
RenderObject.cpp | 1073 Vector<FloatQuad> quads; local [all...] |
/external/skia/src/core/ |
SkShader.cpp | 133 int quads = kTempColorQuadCount; local 144 } while (--quads != 0);
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/external/webkit/Source/WebKit2/WebProcess/WebPage/mac/ |
WebPageMac.mm | 516 Vector<FloatQuad> quads; 517 range->textQuads(quads); 518 if (quads.isEmpty()) 521 IntRect rangeRect = frame->view()->contentsToWindow(quads[0].enclosingBoundingBox());
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/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/ |
TerrainQuad.java | 662 * children are either quads or patches. This is dependent on the size of the
664 * size, then patches are created, otherwise, quads are created.
690 * <code>createQuad</code> generates four new quads from this quad.
695 // create 4 terrain quads
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/frameworks/native/opengl/tests/gl_basic/ |
gl_basic.cpp | 339 int quads = 1;
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