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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 &mdash; 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
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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
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  /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

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