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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/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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ResourceTypes.h 23 #include <androidfw/Asset.h>
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  /frameworks/base/core/jni/android/graphics/
Utils.h 25 #include <androidfw/Asset.h>
32 // the passed in Asset will be deleted upon destruction.
39 // getMemoryBase will return the Asset's buffer.
45 AssetStreamAdaptor(Asset*, OwnAsset, HasMemoryBase);
58 Asset* fAsset;
64 * Make a deep copy of the asset, and return it as a stream, or NULL if there
66 * FIXME: If we could "ref/reopen" the asset, we may not need to copy it here.
69 SkMemoryStream* CopyAssetToStream(Asset*);
Utils.cpp 22 AssetStreamAdaptor::AssetStreamAdaptor(Asset* asset, OwnAsset ownAsset,
24 : fAsset(asset)
26 asset->getBuffer(false) : NULL)
57 // would be modifying the Asset.
69 // asset->seek returns new total offset
96 SkMemoryStream* android::CopyAssetToStream(Asset* asset) {
97 if (NULL == asset) {
101 off64_t size = asset->seek(0, SEEK_SET)
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Typeface.cpp 90 Asset* asset = mgr->open(str.c_str(), Asset::ACCESS_BUFFER); local
91 if (NULL == asset) {
95 SkStream* stream = new AssetStreamAdaptor(asset,
BitmapRegionDecoder.cpp 40 #include <androidfw/Asset.h>
153 jint native_asset, // Asset
155 Asset* asset = reinterpret_cast<Asset*>(native_asset); local
156 SkAutoTUnref<SkMemoryStream> stream(CopyAssetToStream(asset));
Movie.cpp 11 #include <androidfw/Asset.h>
86 android::Asset* asset = reinterpret_cast<android::Asset*>(native_asset); local
87 if (asset == NULL) return NULL;
88 SkAutoTUnref<SkStreamRewindable> stream (new android::AssetStreamAdaptor(asset,
BitmapFactory.cpp 21 #include <androidfw/Asset.h>
573 Asset* asset = reinterpret_cast<Asset*>(native_asset); local
576 // if we could "ref/reopen" the asset, we may not need to copy it here
578 stream = CopyAssetToStream(asset);
583 // since we know we'll be done with the asset when we return, we can
585 stream = new AssetStreamAdaptor(asset,
  /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 29 class Asset;
63 bool load(Asset *asset);
88 Asset *mAsset;
rsFileA3D.cpp 26 #include <androidfw/Asset.h>
92 bool FileA3D::load(Asset *asset) {
94 mAsset = asset;
95 return load(asset->getBuffer(false), asset->getLength());
433 ALOGE("File load failed. Asset stream is NULL");
448 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>
82 static Asset* const kExcludedAsset = (Asset*) 0xd000000d;
185 ALOGW("Asset path %s is neither a directory nor file (type=%d).",
201 ALOGV("In %p Asset %s path: %s", this,
332 Asset* ass = openNonAssetInPathLocked("resources.arsc", Asset::ACCESS_BUFFER, ap);
489 * Open an asset.
512 Asset* AssetManager::open(const char* fileName, AccessMode mode
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Android.mk 21 Asset.cpp \
  /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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  /cts/tests/tests/holo/
Android.mk 29 #Flags to tell the Android Asset Packaging Tool not to strip for some densities
  /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 {
  /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);
433 Asset* aidAsset = assets.openNonAsset(xmlPath, Asset::ACCESS_BUFFER);
492 Asset* asset = NULL; local
556 asset = assets.openNonAsset(resname, Asset::ACCESS_BUFFER)
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  /frameworks/base/graphics/jni/
android_renderscript_RenderScript.cpp 31 #include <androidfw/Asset.h>
857 Asset* asset = reinterpret_cast<Asset*>(native_asset); local
859 jint id = (jint)rsaFileA3DCreateFromMemory(con, asset->getBuffer(false), asset->getLength());
872 Asset* asset = mgr->open(str.c_str(), Asset::ACCESS_BUFFER); local
940 Asset* asset = reinterpret_cast<Asset*>(native_asset); local
960 Asset* asset = mgr->open(str.c_str(), Asset::ACCESS_BUFFER); local
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