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Searched refs:rotations (Results 1 – 9 of 9) sorted by relevance

/frameworks/base/tools/layoutlib/bridge/src/android/view/
DRectShadowPainter.java128 RectF edgeShadowRect, float dx, float dy, int rotations) { in sideShadow() argument
134 canvas.rotate(rotations * PERPENDICULAR_ANGLE); in sideShadow()
149 float radius, int rotations) { in drawCorner() argument
153 path.arcTo(-radius, -radius, radius, radius, rotations * PERPENDICULAR_ANGLE, in drawCorner()
/frameworks/base/docs/html/training/animation/
Dcardflip.jd356 // rotations when switching to the back of the card, as well as animator
357 // resources representing rotations when flipping back to the front (e.g. when
/frameworks/base/docs/html/about/versions/
Dandroid-1.5-highlights.jd26 <li>Accelerometer-based application rotations</li>
Dandroid-2.3.jd614 device. This allows any of the 4 possible rotations, regardless of what the
Dandroid-3.1.jd455 the View, such as rotations. </li>
Dandroid-4.3.jd874 …sor#TYPE_GAME_ROTATION_VECTOR} sensor allows you to detect the device's rotations without worrying…
/frameworks/base/docs/html/training/wearables/watch-faces/
Ddrawing.jd493 // Constant to help calculate clock hand rotations
507 // Compute rotations and lengths for the clock hands.
/frameworks/base/docs/html/guide/topics/sensors/
Dsensors_position.jd193 <p>Because the game rotation vector sensor does not use the magnetic field, relative rotations
Dsensors_overview.jd741 handle screen rotations, see <a