Searched defs:sprite (Results 1 - 20 of 20) sorted by relevance

/external/proguard/src/proguard/gui/splash/
H A DColorSprite.java26 * This Sprite colors another given sprite.
33 private final Sprite sprite; field in class:ColorSprite
38 * @param color the variable color of the given sprite.
39 * @param sprite the sprite that will be colored and painted.
42 Sprite sprite)
45 this.sprite = sprite;
59 // Paint the actual sprite.
60 sprite
41 ColorSprite(VariableColor color, Sprite sprite) argument
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H A DFontSprite.java26 * This Sprite sets the font for another given sprite.
33 private final Sprite sprite; field in class:FontSprite
38 * @param font the variable Font of the given sprite.
39 * @param sprite the sprite that will be provided of a font and painted.
42 Sprite sprite)
45 this.sprite = sprite;
59 // Paint the actual sprite.
60 sprite
41 FontSprite(VariableFont font, Sprite sprite) argument
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H A DTimeSwitchSprite.java35 private final Sprite sprite; field in class:TimeSwitchSprite
42 * @param sprite the toggled Sprite.
44 public TimeSwitchSprite(long onTime, Sprite sprite) argument
46 this(onTime, 0L, sprite);
55 * @param sprite the toggled Sprite.
57 public TimeSwitchSprite(long onTime, long offTime, Sprite sprite) argument
61 this.sprite = sprite;
71 sprite.paint(graphics, time - onTime);
H A DClipSprite.java35 private final Sprite sprite; field in class:ClipSprite
40 * @param insideClipColor the background color inside the clip sprite.
41 * @param outsideClipColor the background color outside the clip sprite.
43 * @param sprite the clipped Sprite.
48 Sprite sprite)
53 this.sprite = sprite;
68 // Draw the sprite in XOR mode.
72 sprite.paint(g, time);
80 // Draw the sprite i
45 ClipSprite(VariableColor insideClipColor, VariableColor outsideClipColor, Sprite clipSprite, Sprite sprite) argument
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H A DShadowedSprite.java36 private final Sprite sprite; field in class:ShadowedSprite
44 * @param xOffset the variable x-offset of the shadow, relative to the sprite itself.
45 * @param yOffset the variable y-offset of the shadow, relative to the sprite itself.
49 * @param sprite the Sprite to be painted with its shadow.
55 Sprite sprite)
61 this.sprite = sprite;
90 // Draw the sprite's shadow.
98 sprite.paint(graphics, time);
103 // Restore the actual sprite colo
51 ShadowedSprite(VariableInt xOffset, VariableInt yOffset, VariableDouble alpha, VariableInt blur, Sprite sprite) argument
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H A DBufferedSprite.java37 private final Sprite sprite; field in class:BufferedSprite
50 * @param sprite the Sprite that is painted in the buffer.
59 Sprite sprite,
68 sprite,
80 * @param sprite the Sprite that is painted in the buffer.
90 Sprite sprite,
98 this.sprite = sprite;
131 // Draw the sprite.
132 sprite
55 BufferedSprite(int bufferX, int bufferY, int width, int height, Sprite sprite, VariableInt x, VariableInt y) argument
86 BufferedSprite(int bufferX, int bufferY, Image bufferImage, Color backgroundColor, Sprite sprite, VariableInt x, VariableInt y) argument
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H A DSplashPanel.java40 private final Sprite sprite; field in class:SplashPanel
52 * @param sprite the Sprite that will be animated.
56 public SplashPanel(Sprite sprite, double processorLoad) argument
58 this(sprite, processorLoad, (long)Integer.MAX_VALUE);
65 * @param sprite the Sprite that will be animated.
71 public SplashPanel(Sprite sprite, double processorLoad, long stopTime) argument
73 this.sprite = sprite;
138 sprite.paint(graphics, System.currentTimeMillis() - startTime);
212 Sprite sprite
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/external/replicaisland/src/com/replica/replicaisland/
H A DGenericAnimationComponent.java71 public void setSprite(SpriteComponent sprite) { argument
72 mSprite = sprite;
H A DButtonAnimationComponent.java74 public void setSprite(SpriteComponent sprite) { argument
75 mSprite = sprite;
H A DEnemyAnimationComponent.java149 public void setSprite(SpriteComponent sprite) { argument
150 mSprite = sprite;
H A DDoorAnimationComponent.java179 public void setSprite(SpriteComponent sprite) { argument
180 mSprite = sprite;
H A DAnimationComponent.java345 public void setSprite(SpriteComponent sprite) { argument
346 mSprite = sprite;
349 public void setJetSprite(SpriteComponent sprite) { argument
350 mJetSprite = sprite;
353 public void setSparksSprite(SpriteComponent sprite) { argument
354 mSparksSprite = sprite;
H A DNPCAnimationComponent.java368 public void setSprite(SpriteComponent sprite) { argument
369 mSprite = sprite;
H A DGameObjectFactory.java632 private void addStaticData(GameObjectType type, GameObject object, SpriteComponent sprite) { argument
643 } else if (entry instanceof SpriteAnimation && sprite != null) {
644 sprite.addAnimation((SpriteAnimation)entry);
888 SpriteComponent sprite = (SpriteComponent)allocateComponent(SpriteComponent.class);
889 sprite.setSize((int)object.width, (int)object.height);
890 sprite.setRenderComponent(render);
891 animation.setSprite(sprite);
897 sprite.setCollisionComponent(dynamicCollision);
964 object.add(sprite);
970 addStaticData(GameObjectType.PLAYER, object, sprite);
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/external/qemu/distrib/sdl-1.2.15/src/video/riscos/
H A DSDL_riscossprite.c42 /* Create sprite buffer for screen */
78 /* Initialise a sprite area */
99 regs.r[6] = (((bpp == 16) ? 5 : 6) << 27) /* Type 6 = 32bpp sprite, 5 = 16bpp sprite */
102 | 1; /* Marker to distinguish between mode selectors and sprite modes */
108 /* Modify sprite to take into account 256 colour palette */
109 int *sprite = (int *)(buffer + 16); local
110 /* Adjust sprite offsets */
111 sprite[0] += 2048;
112 sprite[
147 int *sprite = ((int *)this->hidden->bank[1])+4; local
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/external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/
H A Ddraw_pipe_wide_point.c32 * Notes on wide points and sprite mode:
34 * In wide point/sprite mode we effectively need to convert each incoming
48 * vertically from 0 to 1 down the sprite.
90 * Set the vertex texcoords for sprite mode.
115 /* If there are lots of sprite points (and why wouldn't there be?) it
125 const boolean sprite = (boolean) stage->draw->rasterizer->point_quad_rasterization; local
168 if (sprite) {
/external/mesa3d/src/gallium/auxiliary/draw/
H A Ddraw_pipe_wide_point.c32 * Notes on wide points and sprite mode:
34 * In wide point/sprite mode we effectively need to convert each incoming
48 * vertically from 0 to 1 down the sprite.
90 * Set the vertex texcoords for sprite mode.
115 /* If there are lots of sprite points (and why wouldn't there be?) it
125 const boolean sprite = (boolean) stage->draw->rasterizer->point_quad_rasterization; local
168 if (sprite) {
/external/qemu/distrib/sdl-1.2.15/test/
H A Dtestalpha.c3 Then move an alpha valued sprite around the screen.
175 static SDL_Surface *sprite; variable
185 /* Load the sprite image */
186 sprite = SDL_LoadBMP(file);
187 if ( sprite == NULL ) {
193 if ( sprite->format->palette ) {
194 SDL_SetColorKey(sprite, SDL_SRCCOLORKEY,
195 *(Uint8 *)sprite->pixels);
198 /* Convert sprite to video format */
199 converted = SDL_DisplayFormat(sprite);
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H A Dtestsprite.c15 SDL_Surface *sprite; variable
35 /* Load the sprite image */
36 sprite = SDL_LoadBMP(file);
37 if ( sprite == NULL ) {
43 if ( sprite->format->palette ) {
44 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL),
45 *(Uint8 *)sprite->pixels);
48 /* Convert sprite to video format */
49 temp = SDL_DisplayFormat(sprite);
50 SDL_FreeSurface(sprite);
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/external/proguard/lib/
H A Dproguardgui.jarMETA-INF/ META-INF/MANIFEST.MF proguard/gui/OptimizationsDialog$3.class OptimizationsDialog.java ...

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