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  /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);
  /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;
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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) {
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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++) {
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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);
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);
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);
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)];
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);
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/renderers/
PointSpriteControllerRenderData.java 5 /** Render data used by point sprites batches
PointSpriteRenderer.java 13 /** A {@link ParticleControllerRenderer} which will render particles as point sprites to a {@link PointSpriteParticleBatch} .
  /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
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  /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
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  /external/replicaisland/src/com/replica/replicaisland/
AnimationFrame.java 21 * use for "attacking" or "vulnerability." This allows animated sprites to cheaply interact with
DynamicCollisionComponent.java 22 * animating sprites) in the dynamic collision world. Given a set of "attack" volumes and
  /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.
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.
  /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
  /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
  /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
  /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.
  /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 */
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
  /frameworks/native/services/inputflinger/
PointerControllerInterface.h 29 * The spots are sprites on screen that visually represent the positions of
  /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

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