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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/
ObjectAnimationModifier.java 13 import com.jme3.scene.plugins.blender.animations.Ipo;
56 ArrayList<Animation> animations = new ArrayList<Animation>(1); local
57 animations.add(animation);
59 animData = new AnimData(null, animations);
  /frameworks/base/core/java/android/animation/
package.html 16 specify {@link android.animation.Keyframe keyframes}, or group animations to play sequentially
  /frameworks/base/graphics/java/android/graphics/drawable/
Animatable.java 20 * Interface that drawables suporting animations should implement.
  /sdk/eclipse/plugins/com.android.ide.eclipse.tests/src/com/android/ide/eclipse/adt/internal/editors/layout/refactoring/testdata/
completionvalues1-expected-completion30.txt 6 android:animationCache : Defines whether layout animations should create a drawing cache for their children. [boolean]
  /external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
SkeletonLoader.java 70 private ArrayList<Animation> animations; field in class:SkeletonLoader
125 assert elementStack.peek().equals("animations");
131 } else if (qName.equals("animations")) {
133 animations = new ArrayList<Animation>();
168 animations.add(animation);
236 if (animations != null) {
237 animations.clear();
269 if (animations == null) {
270 animations = new ArrayList<Animation>();
272 AnimData data = new AnimData(skeleton, animations);
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  /external/chromium_org/ash/display/
output_configurator_animation.h 37 // call |callback| once all of the animations have finished.
54 // during an animation, the method call will cancel all of the animations
  /external/chromium_org/chrome/browser/ui/cocoa/
info_bubble_window.mm 67 // retains its animations a retain loop would be formed.
124 // superclasses set up animations.
129 NSMutableDictionary* animations =
130 [NSMutableDictionary dictionaryWithDictionary:[self animations]];
131 [animations setObject:alphaAnimation forKey:@"alphaValue"];
132 [self setAnimations:animations];
159 // Apply animations to hide self.
207 // Apply animations to show and move self.
animatable_image.mm 56 // Common timing function for all animations.
98 // Set the delegate just for one of the animations so that this window can
112 // Start the animations.
history_overlay_controller_unittest.mm 78 // After the animation runs, there should be no more animations.
79 EXPECT_FALSE([[controller view] animations]);
  /sdk/eclipse/plugins/com.android.ide.eclipse.adt/src/com/android/ide/eclipse/adt/internal/editors/layout/gle2/
PlayAnimationMenu.java 51 * "Play Animation" context menu which lists available animations in the project and in
60 /** Whether this menu is showing local animations or framework animations */
74 * menu, or the inner frameworks-animations list
78 * @param framework true to show the framework animations, false for the project (and
79 * nested framework-animation-menu) animations
98 // List of animations
199 // their original positions in case animations have left
  /external/chromium_org/ui/views/animation/
bounds_animator.h 37 // the BoundsAnimator that is notified when all animations are complete.
90 // Cancels all animations, leaving the views at their current location and
98 // Sets the tween type for new animations. Default is EASE_OUT.
175 // All animations we create up with the same container.
184 // As the animations we create update (AnimationProgressed is invoked) this
185 // is updated. When all the animations have completed for a given tick of
  /external/replicaisland/src/com/replica/replicaisland/
SpriteComponent.java 20 * Provides an interface for controlling a sprite with animations. Manages a list of animations
76 final PhasedObjectManager animations = mAnimations; local
80 animations.commitUpdates();
84 if (animations.getCount() > 0 && currentAnimIndex != -1) {
93 mCurrentAnimation = (SpriteAnimation)animations.get(0);
  /frameworks/base/core/java/com/android/internal/widget/
DrawableHolder.java 85 * Stops all animations for the given property and removes it from the list.
99 * Stops all animations and removes them from the list.
109 * Adds the given animation to the list of animations for this object.
141 * Starts all animations added since the last call to this function. Used to synchronize
142 * animations.
144 * @param listener an optional listener to add to the animations. Typically used to know when
  /frameworks/base/core/java/android/view/
ViewPropertyAnimator.java 36 * <p>This class may provide better performance for several simultaneous animations, because
120 * request several animations prior to actually starting the underlying animator. This
254 * @param duration The length of ensuing property animations, in milliseconds. The value
269 * Returns the current duration of property animations. If the duration was set on this
274 * @return The duration of animations, in milliseconds.
290 * Returns the current startDelay of property animations. If the startDelay was set on this
295 * @return The startDelay of animations, in milliseconds.
311 * @param startDelay The delay of ensuing property animations, in milliseconds. The value
330 * @param interpolator The TimeInterpolator to be used for ensuing property animations.
359 * animations
    [all...]
  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
AnimControl.java 77 * List of animations
131 * @param animations Set the animations that this <code>AnimControl</code>
132 * will be capable of playing. The animations should be compatible
135 public void setAnimations(HashMap<String, Animation> animations) {
136 animationMap = animations;
140 * Retrieve an animation from the list of animations.
297 * @return The names of all animations that this <code>AnimControl</code>
351 oc.writeStringSavableMap(animationMap, "animations", null);
359 animationMap = (HashMap<String, Animation>) in.readStringSavableMap("animations", null);
    [all...]
package.html 13 the {@link com.jme3.animation.AnimControl}, through which animations can be played,
57 , and is also used to apply transformations to the bones through the animations.<br>
71 Animations are stored in a HashMap object, accessed by name. An animation
73 having a transformation. For bone animations, every track is assigned to a bone,
74 while for morph animations, every track is assigned to a mesh.<br>
  /external/chromium_org/cc/animation/
layer_animation_controller.h 49 // Ensures that the list of active animations on the main thread and the impl
71 // Returns true if there are any animations that have neither finished nor
75 // Returns true if there are any animations at all to process.
  /external/chromium_org/third_party/WebKit/Source/core/animation/
AnimationStack.cpp 73 const Vector<Animation*>& animations = animationStack->m_activeAnimations; local
74 for (size_t i = 0; i < animations.size(); ++i) {
75 Animation* animation = animations[i];
  /external/chromium_org/third_party/WebKit/Source/core/animation/css/
CSSPendingAnimations.cpp 58 // If any animations were started on the compositor, all remaining
73 // Check if we're still waiting for any compositor animations to start.
79 // If not, go ahead and start any animations that were waiting.
  /external/chromium_org/ui/gfx/animation/
animation.h 22 // Base class used in implementing animations. You only need use this class if
61 // Returns true if rich animations should be rendered.
63 // to give guidance for heavy animations such as "start download" arrow.
animation_container_unittest.cc 33 // Invoked when no more animations are being managed by this container.
80 // Makes sure multiple animations are managed correctly.
91 // Start both animations.
  /frameworks/base/docs/html/guide/topics/resources/
available-resources.jd 23 <dd>Define pre-determined animations.<br/>
24 Tween animations are saved in {@code res/anim/} and accessed from the {@code R.anim} class.<br/>
25 Frame animations are saved in {@code res/drawable/} and accessed from the {@code R.drawable} class.</dd>
  /frameworks/base/docs/html/training/animation/
crossfade.jd 27 <a href="{@docRoot}shareables/training/Animations.zip" class=
30 Animations.zip
37 Crossfade animations (also know as dissolve) gradually fade out one UI component while simultaneously fading in
59 <a href="{@docRoot}shareables/training/Animations.zip">download</a>
124 "short" duration for the animation. This duration is ideal for subtle animations or
125 animations that occur very frequently. {@link android.R.integer#config_longAnimTime} and
  /development/samples/devbytes/animation/ListViewCellInsertion/src/com/example/android/insertingcells/
InsertionListView.java 132 ArrayList<Animator> animations = new ArrayList<Animator>();
147 animations.add(textAlphaAnimator);
179 animations.add(imgViewTranslation);
180 animations.add(imgViewScaleAnimator);
205 animations.add(animation);
215 animations.add(animation);
260 animations.add(animation);
269 set.playTogether(animations);
  /external/chromium_org/third_party/WebKit/Source/core/svg/graphics/
SVGImageCache.cpp 79 // FIXME: This doesn't take into account the animation timeline so animations will not
80 // restart on page load, nor will two animations in different pages have different timelines.

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