/external/proguard/src/proguard/gui/splash/ |
TimeSwitchSprite.java | 26 * This Sprite displays another Sprite in a given time interval. 27 * The time of the encapsulated Sprite is shifted by the start time. 31 public class TimeSwitchSprite implements Sprite 35 private final Sprite sprite; field in class:TimeSwitchSprite 39 * Creates a new TimeSwitchSprite for displaying a given Sprite starting at 42 * @param sprite the toggled Sprite. 44 public TimeSwitchSprite(long onTime, Sprite sprite [all...] |
ColorSprite.java | 26 * This Sprite colors another given sprite. 30 public class ColorSprite implements Sprite 33 private final Sprite sprite; field in class:ColorSprite 38 * @param color the variable color of the given sprite. 39 * @param sprite the sprite that will be colored and painted. 42 Sprite sprite) [all...] |
FontSprite.java | 26 * This Sprite sets the font for another given sprite. 30 public class FontSprite implements Sprite 33 private final Sprite sprite; field in class:FontSprite 38 * @param font the variable Font of the given sprite. 39 * @param sprite the sprite that will be provided of a font and painted. 42 Sprite sprite) [all...] |
ClipSprite.java | 26 * This Sprite encapsulates another Sprite, which is clipped by a clip Sprite. 30 public class ClipSprite implements Sprite 34 private final Sprite clipSprite; 35 private final Sprite sprite; field in class:ClipSprite 40 * @param insideClipColor the background color inside the clip sprite. 41 * @param outsideClipColor the background color outside the clip sprite. 42 * @param clipSprite the clip Sprite [all...] |
ShadowedSprite.java | 26 * This Sprite adds a drop shadow to another Sprite. 30 public class ShadowedSprite implements Sprite 36 private final Sprite sprite; field in class:ShadowedSprite 44 * @param xOffset the variable x-offset of the shadow, relative to the sprite itself. 45 * @param yOffset the variable y-offset of the shadow, relative to the sprite itself. 49 * @param sprite the Sprite to be painted with its shadow. 55 Sprite sprite [all...] |
BufferedSprite.java | 27 * This Sprite encapsulates another Sprite, which is then buffered in an Image. 31 public class BufferedSprite implements Sprite 37 private final Sprite sprite; field in class:BufferedSprite 50 * @param sprite the Sprite that is painted in the buffer. 59 Sprite sprite, 68 sprite, [all...] |
SplashPanel.java | 31 * This JPanel renders an animated Sprite. 40 private final Sprite sprite; field in class:SplashPanel 50 * Creates a new SplashPanel with the given Sprite, which will be animated 52 * @param sprite the Sprite that will be animated. 54 * animating the Sprite (between 0 and 1). 56 public SplashPanel(Sprite sprite, double processorLoad) 58 this(sprite, processorLoad, (long)Integer.MAX_VALUE) 212 Sprite sprite = local [all...] |
/external/replicaisland/src/com/replica/replicaisland/ |
FixedAnimationComponent.java | 35 // We look up the sprite component each frame so that this component can be shared. 37 SpriteComponent sprite = parentObject.findByClass(SpriteComponent.class); local 38 if (sprite != null) { 39 sprite.playAnimation(mAnimationIndex);
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GameObjectFactory.java | 632 private void addStaticData(GameObjectType type, GameObject object, SpriteComponent sprite) { 643 } else if (entry instanceof SpriteAnimation && sprite != null) { 644 sprite.addAnimation((SpriteAnimation)entry); [all...] |
ButtonAnimationComponent.java | 74 public void setSprite(SpriteComponent sprite) { 75 mSprite = sprite;
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GenericAnimationComponent.java | 71 public void setSprite(SpriteComponent sprite) { 72 mSprite = sprite;
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AnimationComponent.java | 345 public void setSprite(SpriteComponent sprite) { 346 mSprite = sprite; 349 public void setJetSprite(SpriteComponent sprite) { 350 mJetSprite = sprite; 353 public void setSparksSprite(SpriteComponent sprite) { 354 mSparksSprite = sprite;
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EnemyAnimationComponent.java | 149 public void setSprite(SpriteComponent sprite) { 150 mSprite = sprite;
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DoorAnimationComponent.java | 179 public void setSprite(SpriteComponent sprite) { 180 mSprite = sprite;
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GhostComponent.java | 71 // Do we have a sprite we can fade out? 72 SpriteComponent sprite = parentObject.findByClass(SpriteComponent.class); local 73 if (sprite != null) { 74 sprite.setOpacity(mLifeTime);
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/external/qemu/distrib/sdl-1.2.15/test/ |
testsprite.c | 15 SDL_Surface *sprite; variable 35 /* Load the sprite image */ 36 sprite = SDL_LoadBMP(file); 37 if ( sprite == NULL ) { 43 if ( sprite->format->palette ) { 44 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL), 45 *(Uint8 *)sprite->pixels); 48 /* Convert sprite to video format */ 49 temp = SDL_DisplayFormat(sprite); 50 SDL_FreeSurface(sprite); [all...] |
testalpha.c | 3 Then move an alpha valued sprite around the screen. 175 static SDL_Surface *sprite; variable 185 /* Load the sprite image */ 186 sprite = SDL_LoadBMP(file); 187 if ( sprite == NULL ) { 193 if ( sprite->format->palette ) { 194 SDL_SetColorKey(sprite, SDL_SRCCOLORKEY, 195 *(Uint8 *)sprite->pixels); 198 /* Convert sprite to video format */ 199 converted = SDL_DisplayFormat(sprite); [all...] |
/external/qemu/distrib/sdl-1.2.15/src/video/riscos/ |
SDL_riscossprite.c | 28 Implements Sprite plotting code for wimp display.window 42 /* Create sprite buffer for screen */ 78 /* Initialise a sprite area */ 99 regs.r[6] = (((bpp == 16) ? 5 : 6) << 27) /* Type 6 = 32bpp sprite, 5 = 16bpp sprite */ 102 | 1; /* Marker to distinguish between mode selectors and sprite modes */ 108 /* Modify sprite to take into account 256 colour palette */ 109 int *sprite = (int *)(buffer + 16); local 110 /* Adjust sprite offsets */ 111 sprite[0] += 2048 147 int *sprite = ((int *)this->hidden->bank[1])+4; local [all...] |
/frameworks/base/services/input/ |
SpriteController.h | 30 * Transformation matrix for a sprite. 55 * Icon that a sprite displays, including its hotspot. 84 * A sprite is a simple graphical object that is displayed on-screen above other layers. 85 * The basic sprite class is an interface. 86 * The implementation is provided by the sprite controller. 88 class Sprite : public RefBase { 90 Sprite() { } 91 virtual ~Sprite() { } 102 /* Sets the bitmap that is drawn by the sprite. 103 * The sprite retains a copy of the bitmap for subsequent rendering. * 260 sp<SpriteImpl> sprite; member in struct:android::SpriteController::SpriteUpdate [all...] |
PointerController.h | 141 * Tracks pointer movements and draws the pointer sprite to a surface. 190 sp<Sprite> sprite; member in struct:android::PointerController::Spot 195 inline Spot(uint32_t id, const sp<Sprite>& sprite) 196 : id(id), sprite(sprite), alpha(1.0f), scale(1.0f), 231 sp<Sprite> pointerSprite; 238 Vector<sp<Sprite> > recycledSprites;
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PointerController.cpp | 448 spot->sprite->setAlpha(spot->alpha); 486 mLocked.pointerSprite->setLayer(Sprite::BASE_LAYER_POINTER); 527 // Obtain a sprite from the recycled pool. 528 sp<Sprite> sprite; local 530 sprite = mLocked.recycledSprites.top(); 533 sprite = mSpriteController->createSprite(); 537 Spot* spot = new Spot(id, sprite); 554 spot->sprite->clearIcon(); 557 mLocked.recycledSprites.push(spot->sprite); [all...] |
/external/chromium_org/media/webm/chromeos/ |
webm_encoder.cc | 72 bool WebmEncoder::EncodeFromSprite(const SkBitmap& sprite, 75 DCHECK(!sprite.isNull()); 76 DCHECK(!sprite.empty()); 79 width_ = sprite.width(); 80 height_ = sprite.width(); 84 // Sprite is tiled vertically. 85 frame_count_ = sprite.height() / width_; 116 SkAutoLockPixels lock_sprite(sprite); 118 const uint8* src = reinterpret_cast<const uint8*>(sprite.getAddr32(0, 0)); 119 size_t src_frame_size = sprite.getSize() [all...] |
webm_encoder.h | 42 // Encodes video from a Nx(N*M) sprite, having M frames of size NxN with FPS 45 bool EncodeFromSprite(const SkBitmap& sprite, int fps_n, int fps_d);
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/external/chromium_org/third_party/mesa/src/docs/OLD/ |
MESA_sprite_point.spec | 39 effective way to render many small sprite images for particle systems 62 define and implement so POINT_SMOOTH is ignored when drawing sprite 70 4. What about sprite rotation? 72 There is none. Sprite points are always rendered as window-aligned 87 Polygon culling wouldn't be useful for sprite points since the 92 7. Should sprite points be alpha-attenuated if their size is below the 95 8. Should there be an advertisized maximum sprite point size?
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/external/mesa3d/docs/OLD/ |
MESA_sprite_point.spec | 39 effective way to render many small sprite images for particle systems 62 define and implement so POINT_SMOOTH is ignored when drawing sprite 70 4. What about sprite rotation? 72 There is none. Sprite points are always rendered as window-aligned 87 Polygon culling wouldn't be useful for sprite points since the 92 7. Should sprite points be alpha-attenuated if their size is below the 95 8. Should there be an advertisized maximum sprite point size?
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