/development/samples/browseable/AlwaysOn/ |
_index.jd | 8 Demonstrates a native Android Wear app using ambient screen support.
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/external/ltp/testcases/kernel/security/smack/ |
smack_set_ambient.sh | 21 start_label=$(cat "$smackfsdir/ambient" 2>/dev/null) 23 echo "$not_floor_label" 2>/dev/null > "$smackfsdir/ambient" 25 label=$(cat "$smackfsdir/ambient" 2>/dev/null) 31 echo "$start_label" 2>/dev/null > "$smackfsdir/ambient" 33 label=$(cat "$smackfsdir/ambient" 2>/dev/null)
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/frameworks/base/graphics/java/android/graphics/ |
EmbossMaskFilter.java | 24 * @param ambient 0...1 amount of ambient light 29 public EmbossMaskFilter(float[] direction, float ambient, float specular, float blurRadius) { 33 native_instance = nativeConstructor(direction, ambient, specular, blurRadius); 36 private static native long nativeConstructor(float[] direction, float ambient, float specular, float blurRadius);
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/frameworks/base/libs/hwui/tests/microbench/ |
ShadowBench.cpp | 73 const SkPath& shape, VertexBuffer* ambient, VertexBuffer* spot) { 77 testData.lightRadius, *ambient, *spot); 87 VertexBuffer ambient; local 89 tessellateShadows(shadowData, true, path, &ambient, &spot); 90 benchmark::DoNotOptimize(&ambient); 104 std::unique_ptr<VertexBuffer> ambient(new VertexBuffer); 106 tessellateShadows(shadowData, false, path, ambient.get(), spot.get()); 107 benchmark::DoNotOptimize(ambient.get());
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/developers/samples/android/wearable/wear/AlwaysOn/ |
template-params.xml | 27 Demonstrates a native Android Wear app using ambient screen support. 47 <img>screenshots/2-main-ambient.png</img> 49 <img>screenshots/4-main-ambient-round.png</img> 56 A basic sample showing how to support ambient mode for native Android Wear apps. 62 [WearableActivity][1] offers methods for supporting your native app staying on the screen when the Wear device enters ambient mode. 64 This example extends [WearableActivity][1] and overrides onEnterAmbient, onUpdateAmbient, and onExitAmbient to allow the simple native Wear app to support ambient mode. 66 In ambient mode, this app follows best practices by keeping most pixels black, avoiding large blocks of white pixels, using only black and white, and disabling anti-aliasing (following the [design guidelines for Watch Faces][2]). 68 In addition and most importantly, the app sleeps while in ambient mode for 20 seconds between any updates to conserving battery life (processor allowed to sleep). If you can hold off on updates for a full minute, you can throw away the Handler and just use onUpdateAmbient to save even more battery life.
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/external/skia/src/core/ |
SkShadowShader.h | 32 // The shadow shader supports any number of ambient lights, but only 33 // 4 non-ambient lights (currently just refers to directional lights).
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/external/skia/src/effects/shadows/ |
SkAmbientShadowMaskFilter.h | 15 * This filter implements a shadow representing ambient occlusion for an occluding object. 21 * @param ambientAlpha Base opacity of the ambient occlusion shadow.
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/frameworks/av/services/audiopolicy/engineconfigurable/parameter-framework/examples/SettingsNoInput/ |
device_for_input_source.pfw | 10 ambient = 0 33 ambient = 0 56 ambient = 0 79 ambient = 0 102 ambient = 0 125 ambient = 0 148 ambient = 0 171 ambient = 0 194 ambient = 0 217 ambient = [all...] |
/developers/build/prebuilts/gradle/AlwaysOn/Wearable/src/main/java/com/example/android/wearable/wear/alwayson/ |
MainActivity.java | 38 * Demonstrates support for Ambient screens by extending WearableActivity and overriding 41 * There are two modes (Active and Ambient). To trigger future updates (data/screen), we use a 42 * custom Handler for the "Active" mode and an Alarm for the "Ambient" mode. 45 * every second. However, they can not wake up the processor (common in Ambient mode). 47 * Alarms can wake up the processor (what we need for Ambient), but they struggle with quick updates 51 * battery), and we use Alarms for "Ambient" mode (only need to update once every 20 seconds and 55 * etc.) while in ambient mode to conserving battery life (processor allowed to sleep). If you can 62 * Finally, in ambient mode, this Activity follows the same best practices outlined in the 78 /** Tracks latest ambient details, such as burnin offsets, etc. */ 95 * ambient mode and undocked, we use an Alarm to cover ambient mode updates when we need the [all...] |
/developers/samples/android/wearable/wear/AlwaysOn/Wearable/src/main/java/com/example/android/wearable/wear/alwayson/ |
MainActivity.java | 38 * Demonstrates support for Ambient screens by extending WearableActivity and overriding 41 * There are two modes (Active and Ambient). To trigger future updates (data/screen), we use a 42 * custom Handler for the "Active" mode and an Alarm for the "Ambient" mode. 45 * every second. However, they can not wake up the processor (common in Ambient mode). 47 * Alarms can wake up the processor (what we need for Ambient), but they struggle with quick updates 51 * battery), and we use Alarms for "Ambient" mode (only need to update once every 20 seconds and 55 * etc.) while in ambient mode to conserving battery life (processor allowed to sleep). If you can 62 * Finally, in ambient mode, this Activity follows the same best practices outlined in the 78 /** Tracks latest ambient details, such as burnin offsets, etc. */ 95 * ambient mode and undocked, we use an Alarm to cover ambient mode updates when we need the [all...] |
/development/samples/browseable/AlwaysOn/src/com.example.android.wearable.wear.alwayson/ |
MainActivity.java | 38 * Demonstrates support for Ambient screens by extending WearableActivity and overriding 41 * There are two modes (Active and Ambient). To trigger future updates (data/screen), we use a 42 * custom Handler for the "Active" mode and an Alarm for the "Ambient" mode. 45 * every second. However, they can not wake up the processor (common in Ambient mode). 47 * Alarms can wake up the processor (what we need for Ambient), but they struggle with quick updates 51 * battery), and we use Alarms for "Ambient" mode (only need to update once every 20 seconds and 55 * etc.) while in ambient mode to conserving battery life (processor allowed to sleep). If you can 62 * Finally, in ambient mode, this Activity follows the same best practices outlined in the 78 /** Tracks latest ambient details, such as burnin offsets, etc. */ 95 * ambient mode and undocked, we use an Alarm to cover ambient mode updates when we need the [all...] |
/frameworks/av/services/audiopolicy/engineconfigurable/parameter-framework/examples/ |
policy_criteria.txt | 2 InclusiveCriterion AvailableInputDevices : Communication Ambient BuiltinMic BluetoothScoHeadset WiredHeadset Hdmi TelephonyRx BackMic RemoteSubmix AnlgDockHeadset DgtlDockHeadset UsbAccessory UsbDevice FmTuner TvTuner Line Spdif BluetoothA2dp Loopback Ip Bus Stub
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/external/skia/src/utils/ |
SkShadowTessellator.h | 24 * This function generates an ambient shadow mesh for a path by walking the path, outsetting by 26 * If transparent is true, then the center of the ambient shadow will be filled in.
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/developers/build/prebuilts/gradle/AlwaysOn/ |
README.md | 5 A basic sample showing how to support ambient mode for native Android Wear apps. 10 [WearableActivity][1] offers methods for supporting your native app staying on the screen when the Wear device enters ambient mode. 12 This example extends [WearableActivity][1] and overrides onEnterAmbient, onUpdateAmbient, and onExitAmbient to allow the simple native Wear app to support ambient mode. 14 In ambient mode, this app follows best practices by keeping most pixels black, avoiding large blocks of white pixels, using only black and white, and disabling anti-aliasing (following the [design guidelines for Watch Faces][2]). 16 In addition and most importantly, the app sleeps while in ambient mode for 20 seconds between any updates to conserving battery life (processor allowed to sleep). If you can hold off on updates for a full minute, you can throw away the Handler and just use onUpdateAmbient to save even more battery life. 34 <img src="screenshots/1-main-active.png" height="400" alt="Screenshot"/> <img src="screenshots/2-main-ambient.png" height="400" alt="Screenshot"/> <img src="screenshots/3-main-active-round.png" height="400" alt="Screenshot"/> <img src="screenshots/4-main-ambient-round.png" height="400" alt="Screenshot"/>
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/frameworks/native/opengl/libagl/ |
light.cpp | 68 c->lighting.lights[i].ambient.a = 0x10000; 77 c->lighting.front.ambient.r = 78 c->lighting.front.ambient.g = 79 c->lighting.front.ambient.b = gglFloatToFixed(0.2f); 80 c->lighting.front.ambient.a = 0x10000; 88 c->lighting.lightModel.ambient.r = 89 c->lighting.lightModel.ambient.g = 90 c->lighting.lightModel.ambient.b = gglFloatToFixed(0.2f); 91 c->lighting.lightModel.ambient.a = 0x10000; 252 vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v) [all...] |
/external/autotest/client/site_tests/graphics_SanAngeles/src/ |
shader.h | 24 GLint ambient; member in struct:__anon13167
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/external/skia/include/utils/ |
SkShadowUtils.h | 23 * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc 33 * @param ambientAlpha The maximum alpha of the ambient shadow. 47 * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc 58 * @param ambientAlpha The maximum alpha of the ambient shadow.
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/external/skia/src/effects/ |
SkEmbossMaskFilter.cpp | 22 SkScalar ambient, SkScalar specular) { 30 // ambient should be 0...1 as a scalar 31 light.fAmbient = SkUnitScalarClampToByte(ambient); 139 str->appendf("ambient: %d specular: %d ",
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/frameworks/base/libs/hwui/ |
AmbientShadow.h | 30 * AmbientShadow is used to calculate the ambient shadow value around a polygon.
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/frameworks/native/data/etc/ |
android.hardware.sensor.ambient_temperature.xml | 17 <!-- Feature for devices with an ambient temperature sensor. -->
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android.hardware.sensor.light.xml | 17 <!-- Feature for devices with an ambient light sensor. -->
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/frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/ |
Material.java | 27 * RGB, Opacity diffuse specular, ambient
85 float ambient = .3f;
local 95 mColor[p + AMB] = (byte) (255 * ambient);
120 float ambient = .3f;
local 123 mMaterialProp[i].mAmbient = ambient;
153 float ambient = (material[i].length > 2) ? material[i][2] / 100.f : .2f;
local 158 mMaterialProp[i].mAmbient = ambient;
185 float ambient = .3f;
local 188 mMaterialProp[i].mAmbient = ambient;
272 float ambient = m[k].mAmbient * t1 + m[k + 1].mAmbient * t2; local [all...] |
/external/swiftshader/src/Shader/ |
VertexPipeline.cpp | 242 Vector4f ambient; local 245 ambient.x = globalAmbient.x; 246 ambient.y = globalAmbient.y; 247 ambient.z = globalAmbient.z; 285 // Ambient per light 289 ambient.x = ambient.x + lightAmbient.x * att; 290 ambient.y = ambient.y + lightAmbient.y * att; 291 ambient.z = ambient.z + lightAmbient.z * att [all...] |
/external/skia/include/effects/ |
SkBlurMaskFilter.h | 56 @param ambient 0...1 amount of ambient light 61 SkScalar ambient, SkScalar specular);
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/frameworks/av/services/audiopolicy/engineconfigurable/parameter-framework/examples/Settings/ |
device_for_input_source.pfw | 6 ambient = 0 24 ambient = 0 42 ambient = 0 64 ambient = 0 86 ambient = 0 108 ambient = 0 129 ambient = 0 148 ambient = 0 166 ambient = 0 188 ambient = [all...] |