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    Searched defs:sprite (Results 1 - 23 of 23) sorted by null

  /external/proguard/src/proguard/gui/splash/
TimeSwitchSprite.java 26 * This Sprite displays another Sprite in a given time interval.
27 * The time of the encapsulated Sprite is shifted by the start time.
31 public class TimeSwitchSprite implements Sprite
35 private final Sprite sprite; field in class:TimeSwitchSprite
39 * Creates a new TimeSwitchSprite for displaying a given Sprite starting at
42 * @param sprite the toggled Sprite.
44 public TimeSwitchSprite(long onTime, Sprite sprite
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ColorSprite.java 26 * This Sprite colors another given sprite.
30 public class ColorSprite implements Sprite
33 private final Sprite sprite; field in class:ColorSprite
38 * @param color the variable color of the given sprite.
39 * @param sprite the sprite that will be colored and painted.
42 Sprite sprite)
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FontSprite.java 26 * This Sprite sets the font for another given sprite.
30 public class FontSprite implements Sprite
33 private final Sprite sprite; field in class:FontSprite
38 * @param font the variable Font of the given sprite.
39 * @param sprite the sprite that will be provided of a font and painted.
42 Sprite sprite)
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ClipSprite.java 26 * This Sprite encapsulates another Sprite, which is clipped by a clip Sprite.
30 public class ClipSprite implements Sprite
34 private final Sprite clipSprite;
35 private final Sprite sprite; field in class:ClipSprite
40 * @param insideClipColor the background color inside the clip sprite.
41 * @param outsideClipColor the background color outside the clip sprite.
42 * @param clipSprite the clip Sprite
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BufferedSprite.java 27 * This Sprite encapsulates another Sprite, which is then buffered in an Image.
31 public class BufferedSprite implements Sprite
37 private final Sprite sprite; field in class:BufferedSprite
50 * @param sprite the Sprite that is painted in the buffer.
59 Sprite sprite,
68 sprite,
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ShadowedSprite.java 26 * This Sprite adds a drop shadow to another Sprite.
30 public class ShadowedSprite implements Sprite
36 private final Sprite sprite; field in class:ShadowedSprite
44 * @param xOffset the variable x-offset of the shadow, relative to the sprite itself.
45 * @param yOffset the variable y-offset of the shadow, relative to the sprite itself.
49 * @param sprite the Sprite to be painted with its shadow.
55 Sprite sprite
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SplashPanel.java 31 * This JPanel renders an animated Sprite.
40 private final Sprite sprite; field in class:SplashPanel
50 * Creates a new SplashPanel with the given Sprite, which will be animated
52 * @param sprite the Sprite that will be animated.
54 * animating the Sprite (between 0 and 1).
56 public SplashPanel(Sprite sprite, double processorLoad)
58 this(sprite, processorLoad, (long)Integer.MAX_VALUE)
212 Sprite sprite = local
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  /external/replicaisland/src/com/replica/replicaisland/
FixedAnimationComponent.java 35 // We look up the sprite component each frame so that this component can be shared.
37 SpriteComponent sprite = parentObject.findByClass(SpriteComponent.class); local
38 if (sprite != null) {
39 sprite.playAnimation(mAnimationIndex);
GhostComponent.java 71 // Do we have a sprite we can fade out?
72 SpriteComponent sprite = parentObject.findByClass(SpriteComponent.class); local
73 if (sprite != null) {
74 sprite.setOpacity(mLifeTime);
  /external/qemu/distrib/sdl-1.2.15/src/video/riscos/
SDL_riscossprite.c 28 Implements Sprite plotting code for wimp display.window
42 /* Create sprite buffer for screen */
78 /* Initialise a sprite area */
99 regs.r[6] = (((bpp == 16) ? 5 : 6) << 27) /* Type 6 = 32bpp sprite, 5 = 16bpp sprite */
102 | 1; /* Marker to distinguish between mode selectors and sprite modes */
108 /* Modify sprite to take into account 256 colour palette */
109 int *sprite = (int *)(buffer + 16); local
110 /* Adjust sprite offsets */
111 sprite[0] += 2048
147 int *sprite = ((int *)this->hidden->bank[1])+4; local
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  /external/qemu/distrib/sdl-1.2.15/test/
testsprite.c 15 SDL_Surface *sprite; variable
35 /* Load the sprite image */
36 sprite = SDL_LoadBMP(file);
37 if ( sprite == NULL ) {
43 if ( sprite->format->palette ) {
44 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL),
45 *(Uint8 *)sprite->pixels);
48 /* Convert sprite to video format */
49 temp = SDL_DisplayFormat(sprite);
50 SDL_FreeSurface(sprite);
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testalpha.c 3 Then move an alpha valued sprite around the screen.
175 static SDL_Surface *sprite; variable
185 /* Load the sprite image */
186 sprite = SDL_LoadBMP(file);
187 if ( sprite == NULL ) {
193 if ( sprite->format->palette ) {
194 SDL_SetColorKey(sprite, SDL_SRCCOLORKEY,
195 *(Uint8 *)sprite->pixels);
198 /* Convert sprite to video format */
199 converted = SDL_DisplayFormat(sprite);
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  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/
draw_pipe_wide_point.c 32 * Notes on wide points and sprite mode:
34 * In wide point/sprite mode we effectively need to convert each incoming
48 * vertically from 0 to 1 down the sprite.
90 * Set the vertex texcoords for sprite mode.
115 /* If there are lots of sprite points (and why wouldn't there be?) it
125 const boolean sprite = (boolean) stage->draw->rasterizer->point_quad_rasterization; local
168 if (sprite) {
  /external/chromium_org/third_party/skia/src/core/
SkBitmapDevice.cpp 144 const SkBitmap* sprite = &bitmap; local
167 // we convert to a temporary bitmap and draw that as a sprite
187 // we've clipped the sprite when we made a copy
190 sprite = &dstBmp;
204 this->drawSprite(draw, *sprite, x, y, paint);
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_pipe_wide_point.c 32 * Notes on wide points and sprite mode:
34 * In wide point/sprite mode we effectively need to convert each incoming
48 * vertically from 0 to 1 down the sprite.
90 * Set the vertex texcoords for sprite mode.
115 /* If there are lots of sprite points (and why wouldn't there be?) it
125 const boolean sprite = (boolean) stage->draw->rasterizer->point_quad_rasterization; local
168 if (sprite) {
  /external/skia/src/core/
SkBitmapDevice.cpp 144 const SkBitmap* sprite = &bitmap; local
167 // we convert to a temporary bitmap and draw that as a sprite
187 // we've clipped the sprite when we made a copy
190 sprite = &dstBmp;
204 this->drawSprite(draw, *sprite, x, y, paint);
  /frameworks/base/services/input/
PointerController.cpp 448 spot->sprite->setAlpha(spot->alpha);
486 mLocked.pointerSprite->setLayer(Sprite::BASE_LAYER_POINTER);
527 // Obtain a sprite from the recycled pool.
528 sp<Sprite> sprite; local
530 sprite = mLocked.recycledSprites.top();
533 sprite = mSpriteController->createSprite();
537 Spot* spot = new Spot(id, sprite);
554 spot->sprite->clearIcon();
557 mLocked.recycledSprites.push(spot->sprite);
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PointerController.h 141 * Tracks pointer movements and draws the pointer sprite to a surface.
190 sp<Sprite> sprite; member in struct:android::PointerController::Spot
195 inline Spot(uint32_t id, const sp<Sprite>& sprite)
196 : id(id), sprite(sprite), alpha(1.0f), scale(1.0f),
231 sp<Sprite> pointerSprite;
238 Vector<sp<Sprite> > recycledSprites;
SpriteController.cpp 55 sp<Sprite> SpriteController::createSprite() {
69 "Sprite closeTransaction() called but there is no open sprite transaction");
78 void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
80 mLocked.invalidatedSprites.push(sprite);
110 // Collect information about sprite updates.
111 // Each sprite update record includes a reference to its associated sprite so we can
122 const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i); local
124 updates.push(SpriteUpdate(sprite, sprite->getStateLocked()))
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SpriteController.h 30 * Transformation matrix for a sprite.
55 * Icon that a sprite displays, including its hotspot.
84 * A sprite is a simple graphical object that is displayed on-screen above other layers.
85 * The basic sprite class is an interface.
86 * The implementation is provided by the sprite controller.
88 class Sprite : public RefBase {
90 Sprite() { }
91 virtual ~Sprite() { }
102 /* Sets the bitmap that is drawn by the sprite.
103 * The sprite retains a copy of the bitmap for subsequent rendering. *
260 sp<SpriteImpl> sprite; member in struct:android::SpriteController::SpriteUpdate
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  /external/proguard/lib/
proguardgui.jar 
  /prebuilts/tools/common/proguard/proguard4.7/lib/
proguardgui.jar 
  /external/kernel-headers/original/linux/
fb.h 856 struct fb_pixmap sprite; \/* Cursor hardware mapper *\/ member in struct:fb_info
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