Searched refs:Asset (Results 1 - 20 of 20) sorted by relevance

/frameworks/base/core/jni/android/graphics/
H A DUtils.h25 #include <androidfw/Asset.h>
31 AssetStreamAdaptor(Asset* a) : fAsset(a) {}
36 Asset* fAsset;
H A DTypeface.cpp58 AssetStream(Asset* asset, bool hasMemoryBase) : fAsset(asset)
111 Asset* fAsset;
128 Asset* asset = mgr->open(str.c_str(), Asset::ACCESS_BUFFER);
H A DBitmapRegionDecoder.cpp41 #include <androidfw/Asset.h>
167 jint native_asset, // Asset
170 Asset* asset = reinterpret_cast<Asset*>(native_asset);
H A DBitmapFactory.cpp18 #include <androidfw/Asset.h>
464 static SkStream* copyAssetToStream(Asset* asset) {
493 Asset* asset = reinterpret_cast<Asset*>(native_asset);
H A DMovie.cpp8 #include <androidfw/Asset.h>
/frameworks/base/include/androidfw/
H A DAsset.h18 // Class providing access to a read-only asset. Asset objects are NOT
41 * "Asset" is the base class for all types of assets. The classes below
45 class Asset { class in namespace:android
47 virtual ~Asset(void);
122 Asset(void); // constructor; only invoked indirectly
134 Asset(const Asset& src);
135 Asset& operator=(const Asset& src);
143 static Asset* createFromFil
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H A DAssetManager.h18 // Asset management class. AssetManager objects are thread-safe.
23 #include <androidfw/Asset.h>
53 class Asset; // fwd decl for things that include Asset.h first
62 * The purpose of the AssetManager is to create Asset objects. To do
135 typedef Asset::AccessMode AccessMode; // typing shortcut
144 * be freed by calling Asset::close().
146 Asset* open(const char* fileName, AccessMode mode);
156 Asset* openNonAsset(const char* fileName, AccessMode mode);
162 Asset* openNonAsse
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H A DResourceTypes.h23 #include <androidfw/Asset.h>
1283 status_t add(Asset* asset, void* cookie,
1568 Asset* asset, bool copyData, const Asset* idmap);
/frameworks/base/native/android/
H A Dasset_manager.cpp21 #include <androidfw/Asset.h>
49 Asset* mAsset;
51 AAsset(Asset* asset) : mAsset(asset) { }
70 * Asset Manager functionality
89 Asset::AccessMode amMode;
92 amMode = Asset::ACCESS_UNKNOWN;
95 amMode = Asset::ACCESS_RANDOM;
98 amMode = Asset::ACCESS_STREAMING;
101 amMode = Asset::ACCESS_BUFFER;
108 Asset* asse
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/frameworks/rs/
H A DrsFileA3D.h30 class Asset;
62 bool load(Asset *asset);
87 Asset *mAsset;
H A DrsFileA3D.cpp26 #include <androidfw/Asset.h>
91 bool FileA3D::load(Asset *asset) {
429 ALOGE("File load failed. Asset stream is NULL");
444 Asset *asset = static_cast<Asset *>(_asset);
/frameworks/base/libs/androidfw/
H A DAsset.cpp24 #include <androidfw/Asset.h>
50 static Asset* gHead = NULL;
51 static Asset* gTail = NULL;
53 int32_t Asset::getGlobalCount()
59 String8 Asset::getAssetAllocations()
63 Asset* cur = gHead;
79 Asset::Asset(void) function in class:Asset
92 //ALOGI("Creating Asset %p #%d\n", this, gCount);
95 Asset
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H A DAssetManager.cpp24 #include <androidfw/Asset.h>
69 static Asset* const kExcludedAsset = (Asset*) 0xd000000d;
172 ALOGW("Asset path %s is neither a directory nor file (type=%d).",
188 ALOGV("In %p Asset %s path: %s", this,
319 Asset* ass = openNonAssetInPathLocked("resources.arsc", Asset::ACCESS_BUFFER, ap);
499 Asset* AssetManager::open(const char* fileName, AccessMode mode)
521 Asset* pAsset = openNonAssetInPathLocked(assetName.string(), mode, mAssetPaths.itemAt(i));
536 Asset* AssetManage
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H A DAndroid.mk22 Asset.cpp \
H A DResourceTypes.cpp2746 return add(data, size, cookie, NULL, copyData, reinterpret_cast<const Asset*>(idmap));
2749 status_t ResTable::add(Asset* asset, void* cookie, bool copyData, const void* idmap)
2757 return add(data, size, cookie, asset, copyData, reinterpret_cast<const Asset*>(idmap));
2785 Asset* asset, bool copyData, const Asset* idmap)
2793 const void* idmap_data = const_cast<Asset*>(idmap)->getBuffer(true);
/frameworks/base/core/jni/
H A Dandroid_util_AssetManager.cpp34 #include <androidfw/Asset.h>
131 if (mode != Asset::ACCESS_UNKNOWN && mode != Asset::ACCESS_RANDOM
132 && mode != Asset::ACCESS_STREAMING && mode != Asset::ACCESS_BUFFER) {
137 Asset* a = am->open(fileName8.c_str(), (Asset::AccessMode)mode);
144 //printf("Created Asset Stream: %p\n", a);
149 static jobject returnParcelFileDescriptor(JNIEnv* env, Asset* a, jlongArray outOffsets)
196 Asset*
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/frameworks/base/tools/aapt/
H A DAndroid.mk4 # Android Asset Packaging Tool
H A DCommand.cpp4 // Android Asset Packaging Tool main entry point.
29 printf("Android Asset Packaging Tool, v0.2\n");
208 Asset* manifestAsset = assets.openNonAsset("AndroidManifest.xml",
209 Asset::ACCESS_BUFFER);
433 Asset* asset = NULL;
497 asset = assets.openNonAsset(resname, Asset::ACCESS_BUFFER);
524 asset = assets.openNonAsset(resname, Asset::ACCESS_BUFFER);
543 Asset::ACCESS_BUFFER);
/frameworks/base/graphics/jni/
H A Dandroid_renderscript_RenderScript.cpp32 #include <androidfw/Asset.h>
786 Asset* asset = reinterpret_cast<Asset*>(native_asset);
801 Asset* asset = mgr->open(str.c_str(), Asset::ACCESS_BUFFER);
869 Asset* asset = reinterpret_cast<Asset*>(native_asset);
889 Asset* asset = mgr->open(str.c_str(), Asset::ACCESS_BUFFER);
/frameworks/base/cmds/bootanimation/
H A DBootAnimation.cpp102 Asset* asset = assets.open(name, Asset::ACCESS_BUFFER);

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