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full:drawing
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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
[
all
...]
/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
[
all
...]
/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:
Completed in 366 milliseconds
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