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  /prebuilts/go/darwin-x86/test/fixedbugs/issue5125.dir/
bug.go 8 Eval(s *Scene)
15 type Scene struct {
  /prebuilts/go/linux-x86/test/fixedbugs/issue5125.dir/
bug.go 8 Eval(s *Scene)
15 type Scene struct {
  /cts/tests/openglperf2/jni/reference/scene/
Scene.cpp 14 #include "Scene.h"
21 Scene::Scene(int width, int height) :
25 bool Scene::setUpContext() {
45 bool Scene::tearDown() {
65 bool Scene::update(int frame) {
67 // Delete the old scene graphs.
75 void Scene::drawSceneGraph(int index) {
Scene.h 24 class Scene {
26 Scene(int width, int height);
27 virtual ~Scene() {};
  /external/skia/experimental/sksg/
SkSGScene.cpp 34 std::unique_ptr<Scene> Scene::Make(sk_sp<RenderNode> root, AnimatorList&& anims) {
35 return root ? std::unique_ptr<Scene>(new Scene(std::move(root), std::move(anims))) : nullptr;
38 Scene::Scene(sk_sp<RenderNode> root, AnimatorList&& animators)
42 Scene::~Scene() = default;
44 void Scene::render(SkCanvas* canvas) const {
64 void Scene::animate(float t)
    [all...]
  /external/skqp/experimental/sksg/
SkSGScene.cpp 34 std::unique_ptr<Scene> Scene::Make(sk_sp<RenderNode> root, AnimatorList&& anims) {
35 return root ? std::unique_ptr<Scene>(new Scene(std::move(root), std::move(anims))) : nullptr;
38 Scene::Scene(sk_sp<RenderNode> root, AnimatorList&& animators)
42 Scene::~Scene() = default;
44 void Scene::render(SkCanvas* canvas) const {
64 void Scene::animate(float t)
    [all...]
  /frameworks/base/core/java/android/transition/
Scene.java 26 * A scene represents the collection of values that various properties in the
27 * View hierarchy will have when the scene is applied. A Scene can be
30 * scene change.
32 public final class Scene {
41 * Returns a Scene described by the resource file associated with the given
42 * <code>layoutId</code> parameter. If such a Scene has already been created for
43 * the given <code>sceneRoot</code>, that same Scene will be returned.
48 * @param sceneRoot The root of the hierarchy in which scene changes
53 * @return The scene for the given root and layout i
62 Scene scene = scenes.get(layoutId); local
    [all...]
TransitionManager.java 32 * change of {@link Scene}. To use the manager, add scenes along with
33 * transition objects with calls to {@link #setTransition(Scene, Transition)}
34 * or {@link #setTransition(Scene, Scene, Transition)}. Setting specific
35 * transitions for scene changes is not required; by default, a Scene change
37 * situations. Specifying other transitions for particular scene changes is
45 * that transition to the from/to scene information in that tag.
46 * For example, here is a resource file that declares several scene
53 * creating a scene from a layout in code by callin
    [all...]
  /frameworks/support/transition/src/main/java/androidx/transition/
Scene.java 30 * A scene represents the collection of values that various properties in the
31 * View hierarchy will have when the scene is applied. A Scene can be
34 * scene change.
36 public class Scene {
45 * Returns a Scene described by the resource file associated with the given
46 * <code>layoutId</code> parameter. If such a Scene has already been created for
47 * the given <code>sceneRoot</code>, that same Scene will be returned.
52 * @param sceneRoot The root of the hierarchy in which scene changes
57 * @return The scene for the given root and layout i
69 Scene scene = scenes.get(layoutId); local
    [all...]
TransitionManager.java 35 * change of {@link Scene}. To use the manager, add scenes along with
36 * transition objects with calls to {@link #setTransition(Scene, Transition)}
37 * or {@link #setTransition(Scene, Scene, Transition)}. Setting specific
38 * transitions for scene changes is not required; by default, a Scene change
40 * situations. Specifying other transitions for particular scene changes is
48 * that transition to the from/to scene information in that tag.
49 * For example, here is a resource file that declares several scene
73 * creating a scene from a layout in code by callin
    [all...]
  /device/generic/goldfish/camera/fake-pipeline2/
Scene.cpp 22 #include "Scene.h"
29 // Define single-letter shortcuts for scene definition, for directly indexing
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)
32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
33 #define H (Scene::HILL * Scene::NUM_CHANNELS)
34 #define W (Scene::WALL * Scene::NUM_CHANNELS
    [all...]
Scene.h 18 * The Scene class implements a simple physical simulation of a scene, using the
21 * It's fairly approximate, but does provide a scene with realistic widely
33 class Scene {
35 Scene(int sensorWidthPx,
38 ~Scene();
52 // in the scene. Must be called before calculateScene
61 // Calculate scene information for current hour and the time offset since
131 * Constants for scene definition. These are various degrees of approximate.
135 // as a fraction of a scene tile, and relative magnitudes for the frequencie
    [all...]
  /device/google/cuttlefish_common/guest/hals/camera/fake-pipeline2/
Scene.cpp 19 #include "Scene.h"
29 // Define single-letter shortcuts for scene definition, for directly indexing
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)
32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
33 #define H (Scene::HILL * Scene::NUM_CHANNELS)
34 #define W (Scene::WALL * Scene::NUM_CHANNELS
    [all...]
Scene.h 18 * The Scene class implements a simple physical simulation of a scene, using the
21 * It's fairly approximate, but does provide a scene with realistic widely
33 class Scene {
35 Scene(int sensorWidthPx, int sensorHeightPx, float sensorSensitivity);
36 ~Scene();
48 // in the scene. Must be called before calculateScene
57 // Calculate scene information for current hour and the time offset since
118 * Constants for scene definition. These are various degrees of approximate.
122 // as a fraction of a scene tile, and relative magnitudes for the frequencie
    [all...]
  /external/v8/benchmarks/spinning-balls/
v.js 55 var scene = void 0; variable
57 var scene = void 0; variable
295 function Scene(width, height) {
316 Scene.prototype.drawPoint = function (x, y, z, color) {
335 Scene.prototype.drawDyingPoints = function () {
338 // Rotate the scene around y-axis.
339 scene.drawPoint(point.x, point.y, point.z, point.color());
352 Scene.prototype.draw = function () {
403 scene.draw();
482 scene = new Scene(640, 480)
    [all...]
  /external/v8/benchmarks/
raytrace.js 17 // the scene was ray traced correctly.
60 // flog/scene.js
298 Flog.RayTracer.Scene = Class.create();
300 Flog.RayTracer.Scene.prototype = {
642 renderScene: function(scene, canvas){
659 var ray = scene.camera.getRay(xp, yp);
661 var color = this.getPixelColor(ray, scene);
667 throw new Error("Scene rendered incorrectly");
671 getPixelColor: function(ray, scene){
672 var info = this.testIntersection(ray, scene, null)
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  /prebuilts/tools/common/netbeans-visual/
org-netbeans-api-visual.jar 
  /prebuilts/sdk/19/
android.jar 
  /prebuilts/sdk/20/
android.jar 
  /prebuilts/sdk/21/
android.jar 
  /prebuilts/sdk/22/
android.jar 
  /prebuilts/sdk/26/
android.jar 

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