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  /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/libgdx/gdx/src/com/badlogic/gdx/scenes/scene2d/utils/
SpriteDrawable.java 21 import com.badlogic.gdx.graphics.g2d.Sprite;
24 /** Drawable for a {@link Sprite}.
27 private Sprite sprite; field in class:SpriteDrawable
29 /** Creates an uninitialized SpriteDrawable. The sprite must be set before use. */
33 public SpriteDrawable (Sprite sprite) {
34 setSprite(sprite);
39 setSprite(drawable.sprite);
43 Color spriteColor = sprite.getColor();
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TextureRegionDrawable.java 21 import com.badlogic.gdx.graphics.g2d.Sprite;
65 Sprite sprite; local
67 sprite = new AtlasSprite((AtlasRegion)region);
69 sprite = new Sprite(region);
70 sprite.setColor(tint);
71 sprite.setSize(getMinWidth(), getMinHeight());
72 SpriteDrawable drawable = new SpriteDrawable(sprite);
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
SpriteCacheOffsetTest.java 23 import com.badlogic.gdx.graphics.g2d.Sprite;
36 Sprite sprite = new Sprite(texture); local
37 sprite.setSize(tileSize, tileSize);
43 sprite.setPosition(x * tileSize, y * tileSize);
44 cache.add(sprite);
47 sprite.rotate90(true);
SortedSpriteTest.java 24 import com.badlogic.gdx.graphics.g2d.Sprite;
34 /** Sprite based class that adds a z-coordinate for depth sorting. Note that allt he constructors were auto-generated in Eclipse
37 public class MySprite extends Sprite {
44 public MySprite (Sprite sprite) {
45 super(sprite);
100 // create the sprite and set a random position
101 MySprite sprite = new MySprite(texture); local
102 sprite.setPosition(MathUtils.random() * Gdx.graphics.getWidth(), MathUtils.random() * Gdx.graphics.getHeight());
105 sprite.z = MathUtils.random();
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AtlasIssueTest.java 22 import com.badlogic.gdx.graphics.g2d.Sprite;
30 Sprite sprite; field in class:AtlasIssueTest
38 sprite = atlas.createSprite("map");
46 sprite.draw(batch);
Gdx2DTest.java 28 import com.badlogic.gdx.graphics.g2d.Sprite;
34 List<Sprite> sprites;
115 sprites = new ArrayList<Sprite>();
132 Sprite sprite = new Sprite(textureFromPixmap(pixmaps[i])); local
133 sprite.setPosition(10 + i * 32, 10);
134 sprites.add(sprite);
137 Sprite sprite = new Sprite(textureFromPixmap(composite)); local
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PolygonSpriteTest.java 65 PolygonSprite sprite = new PolygonSprite(region); local
66 sprite.setPosition(MathUtils.random(-30, 440), MathUtils.random(-30, 290));
67 sprite.setColor(MathUtils.random(), MathUtils.random(), MathUtils.random(), 1.0f);
68 sprite.setScale(MathUtils.random(0.5f, 1.5f), MathUtils.random(0.5f, 1.5f));
69 sprites.add(sprite);
84 PolygonSprite sprite = sprites.get(i); local
85 sprite.rotate(45 * Gdx.graphics.getDeltaTime());
86 sprite.translateX(10 * Gdx.graphics.getDeltaTime());
88 if (sprite.getX() > 450) sprite.setX(-50);
99 PolygonSprite sprite = sprites.get(49); local
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DecalTest.java 135 Decal sprite = null; local
138 sprite = Decal.newDecal(new TextureRegion(egg), willItBlend_that_is_the_question);
141 sprite = Decal.newDecal(new TextureRegion(wheel));
144 sprite.setPosition(-w / 2 + (float)Math.random() * w, h / 2 - (float)Math.random() * h, (float)-Math.random() * 10);
146 return sprite;
FilterPerformanceTest.java 25 import com.badlogic.gdx.graphics.g2d.Sprite;
33 Sprite sprite; field in class:FilterPerformanceTest
34 Sprite sprite2;
54 modeString = (mode % 2 == 0 ? "Sprite" : "Atlas") + " " + filterNames[mode / 2];
68 sprite = atlas.createSprite("map");
69 sprite2 = new Sprite(texture, 0, 0, 855, 480);
110 sprite.draw(batch);
  /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);
  /prebuilts/misc/windows/sdl2/test/
testnative.c 56 SDL_Texture *sprite; local
58 /* Load the sprite image */
71 sprite = SDL_CreateTextureFromSurface(renderer, temp);
72 if (!sprite) {
80 return sprite;
84 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
93 SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
99 /* Move the sprite, bounce at the wall, and draw */
114 /* Blit the sprite onto the screen */
115 SDL_RenderCopy(renderer, sprite, NULL, position)
129 SDL_Texture *sprite; local
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testrendercopyex.c 27 SDL_Texture *sprite; member in struct:__anon45141
46 /* Load the sprite image */
106 /* Scale and draw the sprite */
122 SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, s->scale_direction);
170 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
172 if (!drawstate->sprite || !drawstate->background) {
175 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
testscale.c 29 SDL_Texture *sprite; member in struct:__anon45143
48 /* Load the sprite image */
102 /* Scale and draw the sprite */
117 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
160 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
162 if (!drawstate->sprite || !drawstate->background) {
165 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
testspriteminimal.c 25 static SDL_Texture *sprite; variable
42 /* Load the sprite image */
74 sprite = SDL_CreateTextureFromSurface(renderer, temp);
75 if (!sprite) {
87 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
98 /* Move the sprite, bounce at the wall, and draw */
113 /* Blit the sprite onto the screen */
114 SDL_RenderCopy(renderer, sprite, NULL, position);
140 /* Initialize the sprite positions */
164 MoveSprites(renderer, sprite);
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testrendertarget.c 27 SDL_Texture *sprite; member in struct:__anon45142
46 /* Load the sprite image */
131 This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
136 /* Scale and draw the sprite */
151 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
191 /* Scale and draw the sprite */
206 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
264 drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE);
266 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
269 if (!drawstate->sprite || !drawstate->background)
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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/gwt/
GwtTest.java 34 import com.badlogic.gdx.graphics.g2d.Sprite;
51 Sprite sprite; field in class:GwtTest
81 sprite = new Sprite(texture);
82 sprite.setSize(64, 64);
83 sprite.setOrigin(32, 32);
106 sprite.rotate(Gdx.graphics.getDeltaTime() * 45);
108 sprite.setPosition(position.x, position.y);
109 sprite.draw(batch);
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  /external/libpng/contrib/examples/
simpleover.c 21 * {--sprite=width,height,name {[--at=x,y] {sprite.png}}}
24 * The --sprite and --add options may occur multiple times. They are executed
25 * in order. --add may refer to any sprite already read.
29 * is to combine multiple input PNG images into a single sprite; this involves
50 struct sprite { struct
103 sprite_op(const struct sprite *sprite, int x_offset, int y_offset,
113 * right or bottom of the sprite:
115 if ((y_offset < 0 || (unsigned)/*SAFE*/y_offset < sprite->height) &
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g2d/
ParticleEffect.java 182 Sprite sprite = atlas.createSprite(imageName); local
183 if (sprite == null) throw new IllegalArgumentException("SpriteSheet missing image: " + imageName);
184 emitter.setSprite(sprite);
190 HashMap<String, Sprite> loadedSprites = new HashMap<String, Sprite>(emitters.size);
196 Sprite sprite = loadedSprites.get(imageName); local
197 if (sprite == null) {
198 sprite = new Sprite(loadTexture(imagesDir.child(imageName)));
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