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  /external/jmonkeyengine/engine/src/core/com/jme3/asset/
Asset.java 33 package com.jme3.asset;
36 * Implementing the asset interface allows use of smart asset management.
38 * Smart asset management requires cooperation from the {@link AssetKey}.
41 * create a clone of the asset and cannot return the same reference,
44 * If the {@link AssetManager#loadAsset(com.jme3.asset.AssetKey) } method
45 * is called twice with the same asset key (equals() wise, not necessarily reference wise)
46 * then both assets will have the same asset key set (reference wise) via
47 * {@link Asset#setKey(com.jme3.asset.AssetKey) }, then this asset ke
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AssetCache.java 33 package com.jme3.asset;
50 public Asset asset; field in class:AssetCache.SmartAssetInfo
65 if (obj instanceof Asset && key.useSmartCache()){
67 Asset asset = (Asset) obj; local
68 asset.setKey(null); // no circular references
70 smartInfo.asset = asset;
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DesktopAssetManager.java 33 package com.jme3.asset;
35 import com.jme3.asset.AssetCache.SmartAssetInfo;
79 this(Thread.currentThread().getContextClassLoader().getResource("com/jme3/asset/Desktop.cfg"));
90 logger.log(Level.SEVERE, "Failed to load asset config", ex);
181 * Delete an asset from the cache, returns true if it was deleted
195 public void addToCache(AssetKey key, Object asset){
196 cache.addToCache(key, asset);
238 o = smartInfo.asset;
262 // Inform event listener that an asset has failed to load.
275 throw new AssetLoadException("An exception has occured while loading asset: " + key, ex);
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  /frameworks/base/core/jni/android/graphics/
Utils.h 25 #include <androidfw/Asset.h>
31 AssetStreamAdaptor(Asset* a) : fAsset(a) {}
36 Asset* fAsset;
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)
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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);
BitmapFactory.cpp 18 #include <androidfw/Asset.h>
470 /* make a deep copy of the asset, and return it as a stream, or NULL if there
473 static SkStream* copyAssetToStream(Asset* asset) {
474 // if we could "ref/reopen" the asset, we may not need to copy it here
475 off64_t size = asset->seek(0, SEEK_SET);
477 SkDebugf("---- copyAsset: asset rewind failed\n");
481 size = asset->getLength();
483 SkDebugf("---- copyAsset: asset->getLength() returned %d\n", size);
489 off64_t len = asset->read(data, size)
502 Asset* asset = reinterpret_cast<Asset*>(native_asset); local
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Movie.cpp 8 #include <androidfw/Asset.h>
  /frameworks/base/include/androidfw/
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)
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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
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  /external/webkit/Source/WebKit/android/
RenderSkinAndroid.cpp 34 #include <androidfw/Asset.h>
59 android::Asset* asset = am->open(fileName, android::Asset::ACCESS_BUFFER); local
60 if (!asset) {
61 asset = am->openNonAsset(fileName, android::Asset::ACCESS_BUFFER);
62 if (!asset) {
68 bool success = SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(), bitmap)
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RenderSkinNinePatch.cpp 27 #include <androidfw/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())
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  /frameworks/base/native/android/
asset_manager.cpp 21 #include <androidfw/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
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  /frameworks/rs/
rsFileA3D.h 30 class Asset;
62 bool load(Asset *asset);
87 Asset *mAsset;
rsFileA3D.cpp 26 #include <androidfw/Asset.h>
91 bool FileA3D::load(Asset *asset) {
93 mAsset = asset;
94 return load(asset->getBuffer(false), asset->getLength());
429 ALOGE("File load failed. Asset stream is NULL");
444 Asset *asset = static_cast<Asset *>(_asset) local
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  /frameworks/base/libs/androidfw/
Asset.cpp 18 // Provide access to a read-only asset.
21 #define LOG_TAG "asset"
24 #include <androidfw/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
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AssetManager.cpp 21 #define LOG_TAG "asset"
25 #include <androidfw/Asset.h>
81 static Asset* const kExcludedAsset = (Asset*) 0xd000000d;
184 ALOGW("Asset path %s is neither a directory nor file (type=%d).",
200 ALOGV("In %p Asset %s path: %s", this,
331 Asset* ass = openNonAssetInPathLocked("resources.arsc", Asset::ACCESS_BUFFER, ap);
488 * Open an asset.
511 Asset* AssetManager::open(const char* fileName, AccessMode mode
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Android.mk 22 Asset.cpp \
  /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!
  /external/jmonkeyengine/engine/src/test/jme3test/asset/
TestAssetCache.java 33 package jme3test.asset;
35 import com.jme3.asset.Asset;
36 import com.jme3.asset.AssetCache;
37 import com.jme3.asset.AssetKey;
54 * Enable cloneable asset use
60 private static class DummyData implements Asset {
101 public Object createClonedInstance(Object asset){
125 public Object createClonedInstance(Object asset){
130 return asset;
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  /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
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  /frameworks/base/tools/aapt/
Android.mk 4 # Android Asset Packaging Tool
Command.cpp 4 // Android Asset Packaging Tool main entry point.
30 printf("Android Asset Packaging Tool, v0.2\n");
209 Asset* manifestAsset = assets.openNonAsset("AndroidManifest.xml",
210 Asset::ACCESS_BUFFER);
434 Asset* asset = NULL; local
498 asset = assets.openNonAsset(resname, Asset::ACCESS_BUFFER);
499 if (asset == NULL) {
504 if (tree.setTo(asset->getBuffer(true)
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  /external/webkit/Source/WebCore/platform/graphics/android/
ImageAndroid.cpp 289 android::Asset* a = am->open(path.c_str(),
290 android::Asset::ACCESS_BUFFER);
292 SkDebugf("---------------- failed to open image asset %s\n", name);
296 SkAutoTDelete<android::Asset> ad(a);
  /external/jmonkeyengine/engine/src/core/com/jme3/texture/
Texture.java 35 import com.jme3.asset.Asset;
36 import com.jme3.asset.AssetKey;
37 import com.jme3.asset.AssetNotFoundException;
38 import com.jme3.asset.TextureKey;
60 public abstract class Texture implements Asset, Savable, Cloneable {

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