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full:drawing
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/frameworks/rs/java/tests/GenImages/src/com/android/rs/genimage/
GenImageAct.java
66
// Set the Renderer for
drawing
on the GLSurfaceView
69
// Render the view only when there is a change in the
drawing
data
/external/chromium_org/third_party/mesa/src/src/mesa/vbo/
vbo_context.h
36
* building and
drawing
commands, such as glVertex3f, glBegin and
38
* in GL vertex buffer objects (VBOs), and translates all
drawing
41
* The module captures both immediate mode and display list
drawing
,
61
/** Used to signal when transitioning from one kind of
drawing
method
121
*
drawing
to array
drawing
we need to invalidate the array state.
/external/chromium_org/third_party/skia/include/core/
SkSurface.h
20
* SkSurface represents the backend/results of
drawing
to a canvas. For raster
21
*
drawing
, the surface will be pixels, but (for example) when
drawing
into
72
* surface. Each time the content is changed changed, either by
drawing
128
* point. Subsequent changes to the surface (by
drawing
into its canvas)
135
* it seems that directly
drawing
a surface into another canvas might be
/external/mesa3d/src/mesa/vbo/
vbo_context.h
36
* building and
drawing
commands, such as glVertex3f, glBegin and
38
* in GL vertex buffer objects (VBOs), and translates all
drawing
41
* The module captures both immediate mode and display list
drawing
,
61
/** Used to signal when transitioning from one kind of
drawing
method
121
*
drawing
to array
drawing
we need to invalidate the array state.
/external/skia/include/core/
SkSurface.h
20
* SkSurface represents the backend/results of
drawing
to a canvas. For raster
21
*
drawing
, the surface will be pixels, but (for example) when
drawing
into
72
* surface. Each time the content is changed changed, either by
drawing
128
* point. Subsequent changes to the surface (by
drawing
into its canvas)
135
* it seems that directly
drawing
a surface into another canvas might be
/frameworks/base/core/java/android/view/
HardwareLayer.java
29
* a
drawing
cache when a complex set of graphics operations needs to be
66
* Update the paint used when
drawing
this layer.
159
* This must be invoked before
drawing
onto this layer.
166
* This must be invoked before
drawing
onto this layer.
174
* This must be invoked after
drawing
onto this layer.
215
* @param displayList The display list containing the
drawing
commands to
/frameworks/base/docs/html/guide/topics/graphics/
2d-graphics.jd
35
<p>The Android framework APIs provides a set 2D
drawing
APIs that allow you to render your own
37
When
drawing
2D graphics, you'll typically do so in one of two ways:</p>
41
the
drawing
of your graphics is handled by the system's
42
normal View hierarchy
drawing
process — you simply define the graphics to go inside the View.</li>
50
<p>Option "a,"
drawing
to a View, is your best choice when you want to draw simple graphics that do not
56
<p>Option "b,"
drawing
to a Canvas, is better when your application needs to regularly re-draw itself.
57
Applications such as video games should be
drawing
to the Canvas on its own. However, there's more than
71
<p>When you're writing an application in which you would like to perform specialized
drawing
73
you should do so by
drawing
through a {@link android.graphics.Canvas}. A Canvas works for you as
75
holds all of your "draw" calls. Via the Canvas, your
drawing
is actually performed upon a
[
all
...]
hardware-accel.jd
14
<li><a href="#model">Android
Drawing
Models</a>
17
<li><a href="#software-model">Software-based
drawing
model</a></li>
18
<li><a href="#hardware-model">Hardware accelerated
drawing
model</a></li>
23
<a href="#unsupported">Unsupported
Drawing
Operations</a>
51
acceleration, meaning that all
drawing
operations that are performed on a {@link
57
android.graphics.drawable.Drawable}s, turning it on globally should not cause any adverse
drawing
58
effects. However, because hardware acceleration is not supported for all of the 2D
drawing
59
operations, turning it on might affect some of your custom views or
drawing
calls. Problems
64
<p>If your application performs custom
drawing
, test your application on actual hardware devices
66
href="#
drawing
-support">Unsupported drawing operations</a> section describes known issues wit
[
all
...]
/external/chromium_org/third_party/skia/include/pdf/
SkPDFDevice.h
45
The
drawing
context for the PDF backend.
49
/** Create a PDF
drawing
context with the given width and height.
53
* combined with the initial transform to determine the
drawing
area
55
* of the
drawing
area will be clipped.
116
kContent_DrawingArea, //
Drawing
area for the page content.
117
kMargin_DrawingArea, //
Drawing
area for the margin content.
120
/** Sets the
drawing
area for the device. Subsequent draw calls are directed
121
* to the specific
drawing
area (margin or content). The default
drawing
122
* area is the content
drawing
area
[
all
...]
/external/skia/include/pdf/
SkPDFDevice.h
47
The
drawing
context for the PDF backend.
51
/** Create a PDF
drawing
context with the given width and height.
55
* combined with the initial transform to determine the
drawing
area
57
* of the
drawing
area will be clipped.
120
kContent_DrawingArea, //
Drawing
area for the page content.
121
kMargin_DrawingArea, //
Drawing
area for the margin content.
124
/** Sets the
drawing
area for the device. Subsequent draw calls are directed
125
* to the specific
drawing
area (margin or content). The default
drawing
126
* area is the content
drawing
area
[
all
...]
/development/samples/CubeLiveWallpaper/
_index.html
12
handling the lifecycle and
drawing
of a wallpaper. The system provides a surface
16
have access to all the facilities of the platform: SGL (2D
drawing
), OpenGL (3D
17
drawing
), GPS, accelerometers, network access, and so on. </p>
22
a wallpaper should stop
drawing
when its visibility changes, for example, when
23
the user launches an application that covers the home screen.
Drawing
only when
/external/chromium_org/skia/ext/
platform_device.h
91
// write to. It also provides functionality to play well with GDI
drawing
96
// provide to allow for
drawing
by the native platform into the device.
103
// operations
drawing
into the bitmap. This is possibly heavyweight, so it
108
// The DC that corresponds to the bitmap, used for GDI operations
drawing
124
// Returns true if GDI operations can be used for
drawing
into the bitmap.
/external/chromium-trace/trace-viewer/src/tracing/tracks/
drawing_container.js
19
var DrawingContainer = ui.define('
drawing
-container', tracing.tracks.Track);
26
this.classList.add('
drawing
-container');
29
this.canvas_.className = '
drawing
-container-canvas';
/external/chromium_org/chrome/browser/ui/cocoa/autofill/
autofill_popup_view_bridge.mm
27
// TODO(isherman): We should consider using asset-based
drawing
for the
29
//
drawing
them using NSDrawNinePartImage().
52
// Telling Cocoa that the window is opaque enables some
drawing
optimizations.
/external/chromium_org/chrome/browser/ui/gtk/infobars/
infobar_container_gtk.h
29
//
drawing
of infobar arrows on other widgets.
84
// A list of the InfoBarGtk* instances. Used during
drawing
to determine
85
// which InfoBarGtk supplies information about
drawing
the arrows.
/external/chromium_org/third_party/mesa/src/src/gallium/drivers/llvmpipe/
lp_draw_arrays.c
48
* All the other
drawing
functions are implemented in terms of this function.
49
* Basically, map the vertex buffers (and
drawing
surfaces), then hand off
50
* the
drawing
to the 'draw' module.
/external/chromium_org/ui/views/window/
frame_background.h
50
// Vertical offset for theme image when
drawing
maximized.
53
// Sets images used when
drawing
the sides of the frame.
60
// Sets images used when
drawing
the corners of the frame.
/external/mesa3d/src/gallium/drivers/llvmpipe/
lp_draw_arrays.c
48
* All the other
drawing
functions are implemented in terms of this function.
49
* Basically, map the vertex buffers (and
drawing
surfaces), then hand off
50
* the
drawing
to the 'draw' module.
/frameworks/base/docs/html/training/graphics/opengl/
motion.jd
36
<p>
Drawing
objects on screen is a pretty basic feature of OpenGL, but you can do this with other
48
<p>Rotating a
drawing
object with OpenGL ES 2.0 is relatively simple. You create another
85
// Render the view only when there is a change in the
drawing
data
/packages/apps/Camera/src/com/android/camera/
MosaicRenderer.java
41
* Pass the
drawing
surface's width and height to initialize the
44
* @param width width of the
drawing
surface in pixels.
45
* @param height height of the
drawing
surface in pixels.
/packages/apps/Camera2/src/com/android/camera/
MosaicRenderer.java
41
* Pass the
drawing
surface's width and height to initialize the
44
* @param width width of the
drawing
surface in pixels.
45
* @param height height of the
drawing
surface in pixels.
/packages/apps/LegacyCamera/src/com/android/camera/panorama/
MosaicRenderer.java
41
* Pass the
drawing
surface's width and height to initialize the
44
* @param width width of the
drawing
surface in pixels.
45
* @param height height of the
drawing
surface in pixels.
/external/chromium_org/third_party/skia/include/utils/
SkDeferredCanvas.h
20
drawing
. The main difference between this class and SkPictureRecord (the
66
* Enable or disable deferred
drawing
. When deferral is disabled,
75
* Returns true if deferred
drawing
is currenlty enabled.
83
*
drawing
each frame, the frames will all be considered fresh.
100
* changes to the surface (by
drawing
into its canvas) will not be
136
* Executes all pending commands without
drawing
/external/libvpx/libvpx/examples/includes/geshi/geshi/
csharp.php
111
'System.
Drawing
',
112
'System.
Drawing
.Design',
113
'System.
Drawing
.Drawing2D',
114
'System.
Drawing
.Imaging',
115
'System.
Drawing
.Printing',
116
'System.
Drawing
.Text',
/external/skia/include/utils/
SkDeferredCanvas.h
20
drawing
. The main difference between this class and SkPictureRecord (the
66
* Enable or disable deferred
drawing
. When deferral is disabled,
75
* Returns true if deferred
drawing
is currenlty enabled.
83
*
drawing
each frame, the frames will all be considered fresh.
100
* changes to the surface (by
drawing
into its canvas) will not be
136
* Executes all pending commands without
drawing
Completed in 503 milliseconds
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