| /external/proguard/src/proguard/gui/splash/ |
| CompositeSprite.java | 32 private final Sprite[] sprites; field in class:CompositeSprite 37 * @param sprites the array of Sprite objects to which the painting will 40 public CompositeSprite(Sprite[] sprites) 42 this.sprites = sprites; 50 // Draw the sprites. 51 for (int index = 0; index < sprites.length; index++) 53 sprites[index].paint(graphics, time);
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| /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
| SpriteCacheTest.java | 34 int SPRITES = 400 / 2;
45 private float[] sprites;
field in class:SpriteCacheTest 128 sprites = new float[SPRITES * 6];
129 sprites2 = new float[SPRITES * 6];
130 Sprite[] sprites3 = new Sprite[SPRITES * 2];
132 for (int i = 0; i < sprites.length; i += 6) {
133 sprites[i] = (int)(Math.random() * (Gdx.graphics.getWidth() - 32));
134 sprites[i + 1] = (int)(Math.random() * (Gdx.graphics.getHeight() - 32));
135 sprites[i + 2] = 0; [all...] |
| SortedSpriteTest.java | 31 /** Demonstrates how to do simple z-sorting of sprites
80 /** the texture used by the sprites **/
82 /** array of sprites **/
83 Array<MySprite> sprites = new Array<MySprite>();
field in class:SortedSpriteTest 96 // create 100 sprites, tinted red, from dark to light.
112 sprites.add(sprite);
121 // sort the sprites (not necessary if we know
123 sprites.sort(comparator);
125 // draw the sprites
127 for (MySprite sprite : sprites) {
[all...] |
| SpriteBatchTest.java | 32 int SPRITES = 100 / 2;
41 float sprites[] = new float[SPRITES * 6];
field in class:SpriteBatchTest 42 float sprites2[] = new float[SPRITES * 6];
43 Sprite[] sprites3 = new Sprite[SPRITES * 2];
83 for (int i = 0; i < sprites.length; i += 6)
84 spriteBatch.draw(texture, sprites[i], sprites[i + 1], 16, 16, 32, 32, scale, scale, angle, 0, 0, 32, 32, false, false);
140 for (int i = 0; i < SPRITES; i++) {
148 for (int i = SPRITES; i < SPRITES << 1; i++) { [all...] |
| StagePerformanceTest.java | 44 Sprite[] sprites;
field in class:StagePerformanceTest 53 sprites = new Sprite[24 * 12];
68 sprites[i] = new Sprite(regions[rand.nextInt(8 * 8)]);
69 sprites[i].setPosition(x, y);
70 sprites[i].setSize(1, 1);
94 for (int i = 0; i < sprites.length; i++) {
95 // sprites[i].rotate(45 * Gdx.graphics.getDeltaTime());
96 sprites[i].draw(batch);
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| PolygonSpriteTest.java | 46 Array<PolygonSprite> sprites = new Array<PolygonSprite>();
field in class:PolygonSpriteTest 69 sprites.add(sprite);
83 for (int i = 0; i < sprites.size; i++) {
84 PolygonSprite sprite = sprites.get(i);
99 PolygonSprite sprite = sprites.get(49);
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| Gdx2DTest.java | 34 List<Sprite> sprites;
field in class:Gdx2DTest 115 sprites = new ArrayList<Sprite>();
134 sprites.add(sprite);
139 sprites.add(sprite);
147 for (int i = 0; i < sprites.size(); i++) {
148 sprites.get(i).draw(batch);
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| SpriteBatchShaderTest.java | 31 int SPRITES = 400;
40 int coords[] = new int[SPRITES * 2];
41 int coords2[] = new int[SPRITES * 2];
46 float vertices[] = new float[SPRITES * 6 * (2 + 2 + 4)];
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| StageTest.java | 58 Array<Actor> sprites = new Array();
field in class:StageTest 134 sprites.add(shapeActor);
167 sprites.add(img);
203 len = sprites.size;
205 Actor sprite = sprites.get(i);
229 fps.setText("fps: " + Gdx.graphics.getFramesPerSecond() + ", actors " + sprites.size + ", groups " + sprites.size);
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| /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/renderers/ |
| PointSpriteControllerRenderData.java | 5 /** Render data used by point sprites batches
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| PointSpriteRenderer.java | 13 /** A {@link ParticleControllerRenderer} which will render particles as point sprites to a {@link PointSpriteParticleBatch} .
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| /prebuilts/misc/windows/sdl2/test/ |
| testsprite2.c | 12 /* Simple program: Move N sprites around on the screen as fast as possible */ 26 static SDL_Texture **sprites; variable 37 /* Number of iterations to move sprites - used for visual tests. */ 45 SDL_free(sprites); 90 sprites[i] = SDL_CreateTextureFromSurface(renderer, temp); 91 if (!sprites[i]) { 96 SDL_SetTextureBlendMode(sprites[i], blendMode); 193 /* Conditionally move the sprites, bounce at the wall */ 221 /* Draw sprites */ 305 sprites [all...] |
| /external/libpng/contrib/examples/ |
| simpleover.c | 398 struct sprite sprites[csprites]; local 412 sprites[nsprites].width = sprites[nsprites].height = 0; 413 sprites[nsprites].name[0] = 0; 416 &sprites[nsprites].width, &sprites[nsprites].height, 417 sprites[nsprites].name, &tombstone); 420 sprites[nsprites].width > 0 && sprites[nsprites].height > 0) 425 if (sprites[nsprites].name[0] == 0 [all...] |
| /external/replicaisland/src/com/replica/replicaisland/ |
| AnimationFrame.java | 21 * use for "attacking" or "vulnerability." This allows animated sprites to cheaply interact with
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| DynamicCollisionComponent.java | 22 * animating sprites) in the dynamic collision world. Given a set of "attack" volumes and
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| /frameworks/base/libs/input/ |
| SpriteController.h | 95 // The base layer for pointer sprites. 98 // The base layer for spot sprites. 128 * Displays sprites on the screen. 136 * Clients are responsible for animating sprites by periodically updating their properties. 175 * on the sprites for a long time.
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| SpriteController.cpp | 17 #define LOG_TAG "Sprites" 116 // be certain the sprites will not be deleted while this function runs. Sprites 152 // Resize sprites if needed, inside a global transaction. 194 // Redraw sprites if needed. 328 // If any surfaces were changed, write back the new surface properties to the sprites.
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| /hardware/intel/img/hwcomposer/moorefield_hdmi/ips/anniedale/ |
| AnnPlaneManager.cpp | 187 int sprites = 0; local 191 sprites++; 195 if (firstOverlay < 0 && sprites > 4) { 201 if (firstOverlay == 0 && sprites > 2) { 207 int sprites = 0; local 211 sprites++; 214 if (sprites > 2) { 215 ELOGTRACE("number of sprite: %d, maximum 1 sprite and 1 primary supported on pipe 1", sprites); 410 // Sprites E/F (index 1, 2) are fixed on pipe 0
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| /frameworks/base/rs/java/android/renderscript/ |
| ProgramRaster.java | 23 * Program raster is primarily used to specify whether point sprites are enabled and to control 65 * @return whether point sprites are enabled
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| /hardware/intel/img/hwcomposer/merrifield/ips/anniedale/ |
| AnnPlaneManager.cpp | 222 int sprites = 0; local 226 sprites++; 230 if (firstOverlay < 0 && sprites > 4) { 242 int sprites = 0; local 246 sprites++; 249 if (sprites > 2) { 250 ETRACE("number of sprite: %d, maximum 1 sprite and 1 primary supported on pipe 1", sprites); 447 // Sprites E/F (index 1, 2) are fixed on pipe 0
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| /external/mesa3d/src/gallium/docs/source/cso/ |
| rasterizer.rst | 174 round sprites) and point_quad_rasterization MUST be true (sprites are 186 point sprites. For PIPE_SPRITE_COORD_LOWER_LEFT, the lower-left vertex will 199 point sprites - hence this indicates if points should be rasterized as 204 points, regardless of whether point sprites are enabled or not.
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| /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g2d/ |
| Batch.java | 43 * sprites. You can set your own custom shader via {@link #setShader(ShaderProgram)}.
171 /** Causes any pending sprites to be rendered, without ending the Batch. */
174 /** Disables blending for drawing sprites. Calling this within {@link #begin()}/{@link #end()} will flush the batch. */
177 /** Enables blending for drawing sprites. Calling this within {@link #begin()}/{@link #end()} will flush the batch. */
180 /** Sets the blending function to be used when rendering sprites.
218 /** @return true if blending for sprites is enabled */
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| TextureAtlas.java | 331 /** Returns all regions in the atlas as sprites. This method creates a new sprite for each region, so the result should be
335 Array sprites = new Array(regions.size);
local 337 sprites.add(newSprite(regions.get(i)));
338 return sprites;
365 /** Returns all regions with the specified name as sprites, ordered by smallest to largest {@link AtlasRegion#index index}. This
366 * method uses string comparison to find the regions and constructs new sprites, so the result should be cached rather than
415 * and Sprites, which should no longer be used after calling dispose. */
459 * When sprites are packed, if the original file name ends with a number, it is stored as the index and is not considered as
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| /frameworks/native/services/inputflinger/ |
| PointerControllerInterface.h | 29 * The spots are sprites on screen that visually represent the positions of
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| /external/mesa3d/src/mesa/main/ |
| points.c | 107 /* Drivers that support point sprites must also support point parameters. 193 /* GL_POINT_SPRITE_COORD_ORIGIN was added to point sprites when the
|