/external/proguard/src/proguard/gui/splash/ |
H A D | TimeSwitchSprite.java | 35 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 D | ColorSprite.java | 26 * 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 [all...] |
H A D | FontSprite.java | 26 * 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 [all...] |
H A D | ClipSprite.java | 35 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 [all...] |
H A D | ShadowedSprite.java | 36 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 [all...] |
H A D | BufferedSprite.java | 37 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 [all...] |
H A D | SplashPanel.java | 40 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 [all...] |
/external/replicaisland/src/com/replica/replicaisland/ |
H A D | FixedAnimationComponent.java | 35 // We look up the sprite component each frame so that this component can be shared. 37 SpriteComponent sprite = parentObject.findByClass(SpriteComponent.class); 38 if (sprite != null) { 39 sprite.playAnimation(mAnimationIndex);
|
H A D | GameObjectFactory.java | 632 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); [all...] |
H A D | ButtonAnimationComponent.java | 74 public void setSprite(SpriteComponent sprite) { argument 75 mSprite = sprite;
|
H A D | GenericAnimationComponent.java | 71 public void setSprite(SpriteComponent sprite) { argument 72 mSprite = sprite;
|
H A D | AnimationComponent.java | 345 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 D | EnemyAnimationComponent.java | 149 public void setSprite(SpriteComponent sprite) { argument 150 mSprite = sprite;
|
H A D | DoorAnimationComponent.java | 179 public void setSprite(SpriteComponent sprite) { argument 180 mSprite = sprite;
|
H A D | GhostComponent.java | 71 // Do we have a sprite we can fade out? 72 SpriteComponent sprite = parentObject.findByClass(SpriteComponent.class); 73 if (sprite != null) { 74 sprite.setOpacity(mLifeTime);
|
H A D | NPCAnimationComponent.java | 368 public void setSprite(SpriteComponent sprite) { argument 369 mSprite = sprite;
|
/external/qemu/distrib/sdl-1.2.15/test/ |
H A D | testsprite.c | 15 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); [all...] |
H A D | testalpha.c | 3 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); [all...] |
/external/qemu/distrib/sdl-1.2.15/src/video/riscos/ |
H A D | SDL_riscossprite.c | 42 /* 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 [all...] |
/external/chromium_org/third_party/mesa/src/docs/OLD/ |
H A D | MESA_sprite_point.spec | 39 effective way to render many small sprite images for particle systems 62 define and implement so POINT_SMOOTH is ignored when drawing sprite 70 4. What about sprite rotation? 87 Polygon culling wouldn't be useful for sprite points since the 92 7. Should sprite points be alpha-attenuated if their size is below the 95 8. Should there be an advertisized maximum sprite point size?
|
/external/mesa3d/docs/OLD/ |
H A D | MESA_sprite_point.spec | 39 effective way to render many small sprite images for particle systems 62 define and implement so POINT_SMOOTH is ignored when drawing sprite 70 4. What about sprite rotation? 87 Polygon culling wouldn't be useful for sprite points since the 92 7. Should sprite points be alpha-attenuated if their size is below the 95 8. Should there be an advertisized maximum sprite point size?
|
/external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/ |
H A D | draw_pipe_wide_point.c | 32 * 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 D | draw_pipe_wide_point.c | 32 * 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/proguard/lib/ |
H A D | proguardgui.jar | META-INF/ META-INF/MANIFEST.MF proguard/gui/OptimizationsDialog$3.class OptimizationsDialog.java ... |