/frameworks/base/tools/aapt/ |
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) [all...] |
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/ |
TextureHelper.java | 47 import com.jme3.asset.AssetManager;
48 import com.jme3.asset.AssetNotFoundException;
49 import com.jme3.asset.BlenderKey;
50 import com.jme3.asset.BlenderKey.FeaturesToLoad;
51 import com.jme3.asset.GeneratedTextureKey;
52 import com.jme3.asset.TextureKey;
450 } else {//use every path from the asset name to the root (absolute path)
452 StringBuilder sb = new StringBuilder(paths[paths.length-1]);//the asset name
462 //now try to locate the asset
469 break;//if no exception is thrown then accept the located asset and break the loop [all...] |
/frameworks/base/cmds/bootanimation/ |
BootAnimation.cpp | 102 Asset* asset = assets.open(name, Asset::ACCESS_BUFFER); local 103 if (!asset) 106 SkImageDecoder::DecodeMemory(asset->getBuffer(false), asset->getLength(), 108 asset->close(); 109 delete asset;
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/external/jmonkeyengine/engine/src/core-plugins/com/jme3/texture/plugins/ |
HDRLoader.java | 35 import com.jme3.asset.AssetInfo; 36 import com.jme3.asset.AssetLoader; 37 import com.jme3.asset.TextureKey;
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TGALoader.java | 35 import com.jme3.asset.AssetInfo; 36 import com.jme3.asset.AssetLoader; 37 import com.jme3.asset.TextureKey;
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/cameras/ |
CameraHelper.java | 3 import com.jme3.asset.BlenderKey.FeaturesToLoad;
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/lights/ |
LightHelper.java | 34 import com.jme3.asset.BlenderKey.FeaturesToLoad;
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/external/jmonkeyengine/engine/src/core/com/jme3/system/ |
JmeSystem.java | 34 import com.jme3.asset.AssetManager;
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JmeSystemDelegate.java | 34 import com.jme3.asset.AssetManager;
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/external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/ |
CartoonEdgeFilter.java | 34 import com.jme3.asset.AssetManager;
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FogFilter.java | 34 import com.jme3.asset.AssetManager;
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/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/grid/ |
AssetTileLoader.java | 7 import com.jme3.asset.AssetManager;
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/frameworks/base/graphics/java/android/graphics/ |
BitmapRegionDecoder.java | 271 int asset, boolean isShareable);
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/frameworks/base/tools/layoutlib/bridge/src/android/graphics/ |
BitmapFactory_Delegate.java | 105 /*package*/ static Bitmap nativeDecodeAsset(int asset, Rect padding, Options opts) {
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/external/jmonkeyengine/engine/src/core/com/jme3/util/ |
SkyFactory.java | 3 import com.jme3.asset.AssetManager; 4 import com.jme3.asset.TextureKey; 30 * @param assetManager The asset manager to use to load materials 52 * @param assetManager The asset manager to use to load materials
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/external/jmonkeyengine/engine/src/jogg/com/jme3/audio/plugins/ |
OGGLoader.java | 35 import com.jme3.asset.AssetInfo;
36 import com.jme3.asset.AssetLoader;
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/external/jmonkeyengine/engine/src/test/jme3test/bullet/ |
PhysicsTestHelper.java | 8 import com.jme3.asset.AssetManager; 9 import com.jme3.asset.TextureKey;
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/external/jmonkeyengine/engine/src/test/jme3test/terrain/ |
TerrainGridSerializationTest.java | 5 import com.jme3.asset.plugins.HttpZipLocator; 6 import com.jme3.asset.plugins.ZipLocator;
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TerrainGridTest.java | 5 import com.jme3.asset.plugins.HttpZipLocator; 6 import com.jme3.asset.plugins.ZipLocator;
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TerrainGridTileLoaderTest.java | 5 import com.jme3.asset.plugins.HttpZipLocator; 6 import com.jme3.asset.plugins.ZipLocator;
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/frameworks/base/core/jni/android/graphics/ |
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));
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/frameworks/base/include/androidfw/ |
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 [all...] |
/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/ |
SkeletonLoader.java | 38 import com.jme3.asset.AssetInfo; 39 import com.jme3.asset.AssetLoader; 40 import com.jme3.asset.AssetManager;
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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 [all...] |
/development/ndk/platforms/android-9/samples/native-audio/jni/ |
native-audio-jni.c | 35 // for native asset manager 566 // create asset audio player 576 // use asset manager to open asset by filename 579 AAsset* asset = AAssetManager_open(mgr, utf8, AASSET_MODE_UNKNOWN); local 584 // the asset might not be found 585 if (NULL == asset) { 589 // open asset as file descriptor 591 int fd = AAsset_openFileDescriptor(asset, &start, &length); 593 AAsset_close(asset); [all...] |