/frameworks/base/tests/TransitionTests/src/com/android/transitiontests/ |
CrossFadeDemo.java | 24 import android.transition.Scene; 33 Scene mScene1, mScene2; 44 mScene1 = Scene.getSceneForLayout(mSceneRoot, R.layout.crossfade, this); 45 mScene2 = Scene.getSceneForLayout(mSceneRoot, R.layout.crossfade_1, this);
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UniqueIds.java | 23 import android.transition.Scene; 34 static Scene mCurrentScene; 47 ToggleScene scene = new ToggleScene(container, button); local 48 mSceneMap.put(button, scene); 51 scene = new ToggleScene(container, button); 52 mSceneMap.put(button, scene); 60 Scene mScene; 65 mScene = new Scene(rootView);
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SequenceTest.java | 22 import android.transition.Scene; 34 Scene mScene1, mScene2; 37 Scene mCurrentScene; 51 mScene1 = Scene.getSceneForLayout(mSceneRoot, R.layout.fading_test, this); 52 mScene2 = Scene.getSceneForLayout(mSceneRoot, R.layout.fading_test_scene_2, this);
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Reparenting.java | 23 import android.transition.Scene; 60 Scene newScene = new Scene(mSceneRoot);
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CrossfadeImage.java | 24 import android.transition.Scene; 33 Scene mScene1, mScene2;
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ContactsExpansion.java | 26 import android.transition.Scene; 95 Scene mScene; 99 mScene = new Scene(rootView);
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ListViewAddRemove.java | 24 import android.transition.Scene; 71 final Scene mySceneChanger = new Scene(listview);
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SurfaceAndTextureViews.java | 32 import android.transition.Scene; 76 Scene newScene = new Scene(container);
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/device/generic/goldfish/camera/fake-pipeline2/ |
Scene.h | 18 * The Scene class implements a simple physical simulation of a scene, using the 21 * It's fairly approximate, but does provide a scene with realistic widely 33 class Scene { 35 Scene(int sensorWidthPx, 38 ~Scene(); 52 // in the scene. Must be called before calculateScene 61 // Calculate scene information for current hour and the time offset since 131 * Constants for scene definition. These are various degrees of approximate. 135 // as a fraction of a scene tile, and relative magnitudes for the frequencie [all...] |
Sensor.h | 82 #include "Scene.h" 103 * Access to scene 105 Scene &getScene(); 231 Scene mScene;
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Sensor.cpp | 146 Scene &Sensor::getScene() { 391 int bayerSelect[4] = {Scene::R, Scene::Gr, Scene::Gb, Scene::B}; // RGGB 439 rCount = pixel[Scene::R] * scale64x; 440 gCount = pixel[Scene::Gr] * scale64x; 441 bCount = pixel[Scene::B] * scale64x; 469 rCount = pixel[Scene::R] * scale64x; 470 gCount = pixel[Scene::Gr] * scale64x [all...] |
/cts/suite/cts/deviceTests/opengl/jni/reference/scene/glowing/ |
GlowingScene.h | 19 #include "../Scene.h" 21 class GlowingScene: public Scene {
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GlowingScene.cpp | 28 Scene(width, height), mFboId(0), mMainProgram(NULL), mBlurProgram(NULL) { 38 if (!Scene::setUpContext()) { 150 return Scene::tearDown(); 195 Scene::drawSceneGraph(2); // Blur to Screen
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/external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/ |
BloomFilter.java | 49 * BloomFilter is used to make objects in the scene have a glow effect.<br> 50 * There are 2 mode : Scene and Objects.<br> 51 * Scene mode extracts the bright parts of the scene to make them glow<br> 60 * GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map 65 * Apply bloom filter to bright areas in the scene. 67 Scene, 73 * Apply bloom to both bright parts of the scene and objects with glow map. 78 private GlowMode glowMode = GlowMode.Scene; 116 if (glowMode != GlowMode.Scene) { [all...] |
/external/chromium_org/third_party/WebKit/Source/testing/runner/ |
TestPlugin.h | 44 // It uses WebGraphicsContext3D to paint a scene consisiting of a primitive 94 struct Scene { 105 Scene() 124 // Functions for loading and drawing scene. 144 Scene m_scene;
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/external/chromium_org/native_client_sdk/src/gonacl_appengine/static/bullet/ |
NaClAMBullet.js | 16 console.log('Scene loaded.'); 17 console.log('Scene object count = ' + msg.header.sceneobjectcount); 36 // Step the scene
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
Float4Param.java | 22 import com.android.scenegraph.Scene; 104 Scene parentScene = SceneManager.getInstance().getActiveScene();
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SceneManager.java | 34 import com.android.scenegraph.Scene; 72 Scene mActiveScene; 228 throw new RuntimeException("Scene manager not initialized"); 235 throw new RuntimeException("Scene manager not initialized"); 241 public Scene mLoadedScene; 247 public Scene getActiveScene() { 251 public void setActiveScene(Scene s) { 424 ColladaScene scene = new ColladaScene(name, cb); local 425 scene.init(mRS, mRes);
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/ |
TouchHandler.java | 43 public void init(Scene scene) { 51 mCameraRig = scene.appendNewCompoundTransform(); 59 mCamera = scene.appendNewCamera();
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FullscreenBlur.java | 83 static RenderPass addPass(Scene scene, Camera cam, TextureRenderTarget color, TextureRenderTarget depth) {
90 scene.appendRenderPass(pass);
94 static void addBlurPasses(Scene scene, RenderScriptGL rs, Camera cam) {
96 ArrayList<RenderableBase> allDraw = scene.getRenderables();
108 // Renders the scene off screen
109 RenderPass blurSourcePass = addPass(scene, cam,
121 RenderPass selectColorPass = addPass(scene, cam,
129 RenderPass horizontalBlurPass = addPass(scene, cam, [all...] |
SimpleAppRS.java | 42 Scene mScene; 53 mScene = new Scene();
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/frameworks/base/core/java/android/transition/ |
TransitionInflater.java | 184 throw new RuntimeException("Unknown scene name: " + parser.getName()); 216 throw new RuntimeException("Unknown scene name: " + parser.getName()); 274 throw new RuntimeException("Unknown scene name: " + parser.getName()); 287 Scene fromScene = null, toScene = null; 290 if (fromId >= 0) fromScene = Scene.getSceneForLayout(sceneRoot, fromId, mContext); 293 if (toId >= 0) toScene = Scene.getSceneForLayout(sceneRoot, toId, mContext);
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/cts/suite/cts/deviceTests/opengl/jni/reference/scene/flocking/ |
FlockingScene.cpp | 32 Scene(width, height), mMainProgram(NULL), mWaterProgram(NULL) { 135 return Scene::tearDown();
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/device/generic/goldfish/camera/ |
Android.mk | 60 fake-pipeline2/Scene.cpp \
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/external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9/ |
3d-raytrace.js | 181 function Scene(a_triangles) { 189 Scene.prototype.intersect = function(origin, dir, near, far) { 244 Scene.prototype.blocked = function(O, D, far) { 292 function renderRows(camera, scene, pixels, width, height, starty, stopy) { 299 var l = scene.intersect(origin, dir); 305 Camera.prototype.render = function(scene, pixels, width, height) { 308 renderRows(cam, scene, pixels, width, height, 0, height); 380 var _scene = new Scene(triangles);
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