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  /external/skia/gm/
selftest.cpp 9 * Pathologically simple drawing tests, designed to generate consistent
  /external/skia/include/core/
SkDrawFilter.h 21 * used for the actual drawing. Note: this modification only lasts for the
  /external/skia/tests/
PipeTest.cpp 17 // Ensures that the pipe gracefully handles drawing an invalid bitmap.
  /frameworks/base/core/tests/coretests/src/android/view/
ZeroSized.java 26 * drawing cache when width is null, height is null or both.
  /frameworks/base/docs/html/guide/topics/graphics/
overview.jd 4 <p>Android provides a variety of powerful APIs for applying animation to UI elements and drawing custom
41 for an interactive game. Here, we'll discuss a few of the options you have for drawing graphics
50 look or behave. In addition, you can do your own custom 2D rendering using the various drawing
58 the drawing done by the Canvas APIs to further increase their performance.</dd>
  /frameworks/base/graphics/java/android/graphics/
Xfermode.java 26 * "transfer-modes" in the drawing pipeline. The static function Create(Modes)
  /frameworks/base/packages/WallpaperCropper/src/com/android/gallery3d/glrenderer/
Texture.java 22 // so the drawing can be done faster.
  /packages/apps/Gallery2/src/com/android/gallery3d/glrenderer/
CanvasTexture.java 23 // CanvasTexture is a texture whose content is the drawing on a Canvas.
ExtTexture.java 20 // Before drawing, setSize() should be called.
Texture.java 22 // so the drawing can be done faster.
  /packages/apps/Launcher3/src/com/android/gallery3d/glrenderer/
Texture.java 22 // so the drawing can be done faster.
  /sdk/eclipse/plugins/com.android.ide.eclipse.tests/src/com/android/ide/eclipse/adt/internal/editors/layout/refactoring/testdata/
completion8-expected-completion44.txt 13 android:layoutDirection : Defines the direction of layout drawing. [enum]
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
TouchPaint.java 40 * Drawing with a touch screen is accomplished by drawing a point at the
46 * Drawing with a stylus is similar to drawing with a touch screen, with a
53 * Drawing with a mouse is similar to drawing with a touch screen, but as with
57 * Drawing with a trackball is a simple matter of using the relative motions
84 /** The view responsible for drawing the window. */
224 * This view implements the drawing canvas.
226 * It handles all of the input events and drawing functions
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  /frameworks/base/docs/html/training/custom-views/
custom-drawing.jd 1 page.title=Custom Drawing
19 <li><a href="#createobject">Create Drawing Objects</a></li>
38 <p>The most important part of a custom view is its appearance. Custom drawing can be easy or complex
44 <p>The most important step in drawing a custom view is to override the {@link
49 class defines methods for drawing text, lines, bitmaps, and many other graphics primitives. You can
54 <p>Before you can call any drawing methods, though, it's necessary to create a {@link
58 <h2 id="createobject">Create Drawing Objects</h2>
60 <p>The {@link android.graphics} framework divides drawing into two areas:</p>
107 and many drawing
108 objects require expensive initialization. Creating drawing objects within your {@lin
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  /external/freetype/src/cff/
cf2hints.h 55 * at the start, before any drawing operators, with horizontal hints
67 * has been no HintMask operator prior to the first drawing operator.
111 * The `cf2_hintmap_build' method must be called before any drawing
116 * each drawing operation (move, line, curve).
177 * GlyphPath is a wrapper for drawing operations that scales the
  /external/tcpdump/
print-wb.c 49 * Multiple drawing ops can be sent in one packet. Each one starts on a
71 #define PT_DRAWOP 0 /* drawing operation */
100 * Drawing op sub-types.
119 * A drawing operation.
125 /* drawing ops follow */
144 /* drawing ops follow */
  /frameworks/base/docs/html/training/graphics/opengl/
environment.jd 119 It does not do much by itself. The actual drawing of objects is controlled in the {@link
136 // Set the Renderer for drawing on the GLSurfaceView
156 the render mode to only draw the view when there is a change to your drawing data using the
161 // Render the view only when there is a change in the drawing data
213 creating these classes, you have laid the foundation you need to start drawing graphic elements with
222 environment in your app and start drawing graphics. However, if you need a bit more help getting
  /cts/tests/tests/graphics/src/android/graphics/drawable/cts/
PictureDrawableTest.java 37 // Create Picture for drawing
47 // Set of drawing routines
  /external/chromium/chrome/browser/ui/cocoa/find_bar/
find_bar_text_field_cell_unittest.mm 60 // Test drawing, mostly to ensure nothing leaks or crashes.
64 // Test focused drawing.
  /external/chromium/chrome/browser/ui/cocoa/
gradient_button_cell.h 19 // This is a button cell that handles drawing/highlighting of buttons.
56 // Custom drawing means we need to perform our own mouse tracking if
image_utils_unittest.mm 18 // Passed to |neverFlipped:| when drawing |image_|.
124 // When not flipped, both drawing methods return the same data.
  /external/chromium_org/chrome/browser/ui/cocoa/
custom_frame_view.mm 117 // Here is our custom drawing for our frame.
119 // Delegate drawing to the window, whose default implementation (above) is to
gradient_button_cell.h 18 // This is a button cell that handles drawing/highlighting of buttons.
55 // Custom drawing means we need to perform our own mouse tracking if
  /external/chromium_org/chrome/browser/ui/cocoa/find_bar/
find_bar_text_field_cell_unittest.mm 60 // Test drawing, mostly to ensure nothing leaks or crashes.
64 // Test focused drawing.
  /external/chromium_org/third_party/mesa/src/docs/
perf.html 25 <li> Try to maximize the amount of drawing done between glBegin/glEnd pairs.
35 <li> Optimized line drawing is employed when:

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