/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);
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/frameworks/base/core/java/android/animation/ |
package.html | 16 specify {@link android.animation.Keyframe keyframes}, or group animations to play sequentially
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/frameworks/base/graphics/java/android/graphics/drawable/ |
Animatable.java | 20 * Interface that drawables suporting animations should implement.
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/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]
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/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); [all...] |
/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
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/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.
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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.
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history_overlay_controller_unittest.mm | 78 // After the animation runs, there should be no more animations. 79 EXPECT_FALSE([[controller view] animations]);
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/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
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/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
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/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);
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/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
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/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>
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/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.
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/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];
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/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.
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/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.
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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.
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/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>
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/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
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/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);
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/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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