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  /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)
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  /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
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  /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;
  /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;
TGALoader.java 35 import com.jme3.asset.AssetInfo;
36 import com.jme3.asset.AssetLoader;
37 import com.jme3.asset.TextureKey;
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/cameras/
CameraHelper.java 3 import com.jme3.asset.BlenderKey.FeaturesToLoad;
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/lights/
LightHelper.java 34 import com.jme3.asset.BlenderKey.FeaturesToLoad;
  /external/jmonkeyengine/engine/src/core/com/jme3/system/
JmeSystem.java 34 import com.jme3.asset.AssetManager;
JmeSystemDelegate.java 34 import com.jme3.asset.AssetManager;
  /external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/
CartoonEdgeFilter.java 34 import com.jme3.asset.AssetManager;
FogFilter.java 34 import com.jme3.asset.AssetManager;
  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/grid/
AssetTileLoader.java 7 import com.jme3.asset.AssetManager;
  /frameworks/base/graphics/java/android/graphics/
BitmapRegionDecoder.java 271 int asset, boolean isShareable);
  /frameworks/base/tools/layoutlib/bridge/src/android/graphics/
BitmapFactory_Delegate.java 105 /*package*/ static Bitmap nativeDecodeAsset(int asset, Rect padding, Options opts) {
  /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
  /external/jmonkeyengine/engine/src/jogg/com/jme3/audio/plugins/
OGGLoader.java 35 import com.jme3.asset.AssetInfo;
36 import com.jme3.asset.AssetLoader;
  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
PhysicsTestHelper.java 8 import com.jme3.asset.AssetManager;
9 import com.jme3.asset.TextureKey;
  /external/jmonkeyengine/engine/src/test/jme3test/terrain/
TerrainGridSerializationTest.java 5 import com.jme3.asset.plugins.HttpZipLocator;
6 import com.jme3.asset.plugins.ZipLocator;
TerrainGridTest.java 5 import com.jme3.asset.plugins.HttpZipLocator;
6 import com.jme3.asset.plugins.ZipLocator;
TerrainGridTileLoaderTest.java 5 import com.jme3.asset.plugins.HttpZipLocator;
6 import com.jme3.asset.plugins.ZipLocator;
  /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));
  /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
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  /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;
  /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
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  /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);
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