/frameworks/base/core/tests/coretests/src/android/widget/espresso/ |
D | DragAction.java | 66 UiController uiController, float[] coordinates, float[] precision) { 68 uiController, coordinates, precision) 101 UiController uiController, float[] coordinates, float[] precision) { 102 return performDoubleTap(uiController, coordinates, precision); 132 UiController uiController, float[] coordinates, float[] precision) { 134 uiController, coordinates, precision) 136 return performLongPress(uiController, coordinates, precision); 167 UiController uiController, float[] coordinates, float[] precision) { 169 uiController, coordinates, precision) 187 uiController, coordinates, precision).down; [all …]
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D | MouseClickAction.java | 43 public Tapper.Status sendTap(UiController uiController, float[] coordinates, in sendTap() argument 45 Tapper.Status stat = sendSingleTap(uiController, coordinates, precision); in sendTap() 58 stat = sendSingleTap(uiController, coordinates, precision); in sendTap() 75 float[] coordinates, float[] precision) { in sendSingleTap() argument 76 DownResultHolder res = MotionEvents.sendDown(uiController, coordinates, precision); in sendSingleTap()
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/frameworks/base/docs/html/training/graphics/opengl/ |
D | shapes.jd | 46 <p>OpenGL ES allows you to define drawn objects using coordinates in three-dimensional space. So, 47 before you can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do 48 this is to define a vertex array of floating point numbers for the coordinates. For maximum 49 efficiency, you write these coordinates into a {@link java.nio.ByteBuffer}, that is passed into the 57 // number of coordinates per vertex in this array 69 // initialize vertex byte buffer for shape coordinates 78 // add the coordinates to the FloatBuffer 92 <p>Note that the coordinates of this shape are defined in a counterclockwise order. The drawing 111 defining the two coordinates shared by each triangle twice, use a drawing list to tell the 120 // number of coordinates per vertex in this array [all …]
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D | projection.jd | 39 physical viewing is done with mathematical transformations of drawn object coordinates:</p> 42 <li><em>Projection</em> - This transformation adjusts the coordinates of drawn objects based on 52 <li><em>Camera View</em> - This transformation adjusts the coordinates of drawn objects based on a 85 // this projection matrix is applied to object coordinates 135 // the coordinates of the objects that use this vertex shader
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/frameworks/base/core/java/android/transition/ |
D | VisibilityPropagation.java | 109 int[] coordinates = (int[]) values.values.get(PROPNAME_VIEW_CENTER); in getViewCoordinate() local 110 if (coordinates == null) { in getViewCoordinate() 114 return coordinates[coordinateIndex]; in getViewCoordinate()
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/frameworks/rs/java/tests/ScriptGroupTest/src/com/android/rs/sgtest/ |
D | vignette_f.rsh | 48 // Convert x and y to floating point coordinates with center as origin
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D | vignette_approx_f.rsh | 48 // Convert x and y to floating point coordinates with center as origin
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D | fisheye_approx_f.rsh | 48 // Convert x and y to floating point coordinates with center as origin
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/frameworks/rs/java/tests/ImageProcessing2/src/com/android/rs/image/ |
D | vignette.rsh | 48 // Convert x and y to floating point coordinates with center as origin
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D | fisheye.rsh | 46 // Convert x and y to floating point coordinates with center as origin
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D | fisheye_approx.rsh | 46 // Convert x and y to floating point coordinates with center as origin
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D | vignette_approx.rsh | 48 // Convert x and y to floating point coordinates with center as origin
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/frameworks/rs/java/tests/ImageProcessing_jb/src/com/android/rs/image/ |
D | fisheye_approx.rsh | 46 // Convert x and y to floating point coordinates with center as origin
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D | fisheye.rsh | 46 // Convert x and y to floating point coordinates with center as origin
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D | vignette.rsh | 48 // Convert x and y to floating point coordinates with center as origin
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D | vignette_approx.rsh | 48 // Convert x and y to floating point coordinates with center as origin
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/frameworks/rs/java/tests/ImageProcessing/src/com/android/rs/image/ |
D | fisheye.rsh | 46 // Convert x and y to floating point coordinates with center as origin
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D | fisheye_approx.rsh | 46 // Convert x and y to floating point coordinates with center as origin
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D | vignette.rsh | 48 // Convert x and y to floating point coordinates with center as origin
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D | vignette_approx.rsh | 48 // Convert x and y to floating point coordinates with center as origin
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/frameworks/base/docs/html/guide/topics/graphics/ |
D | opengl.jd | 262 draws those coordinates onto your typically non-square screen as if it is perfectly square.</p> 264 <img src="{@docRoot}images/opengl/coordinates.png"> 271 left, and how these coordinates actually map to a typical device screen in landscape orientation 273 transform coordinates so your graphic objects have the correct proportions on any display.</p> 277 coordinates of your graphics so that they map correctly to Android device screens. The camera view 287 device screen in order to recalculate object coordinates so they are drawn with correct proportions. 343 matrices to the coordinates of objects that use this shader. 349 // the coordinates of objects that use this vertex shader. 449 counterclockwise direction. The order in which these coordinates are drawn defines the winding 468 So, always define the coordinates of your OpenGL shapes in a counterclockwise drawing order.</p>
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/frameworks/base/docs/html/training/gestures/ |
D | scroll.jd | 80 responsibility to get and apply new coordinates at a rate that will make the 135 {@code mContentRect} represents the rectangle coordinates within the view that the chart 153 // The current destination rectangle (in pixel coordinates) into which the
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D | viewgroup.jd | 240 …HitRect()} method gets the child's hit rectangle (touchable area) in the parent's coordinates.</li> 293 // "delegateArea" is the bounds in local coordinates of
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/frameworks/base/docs/html/training/location/ |
D | display-address.jd | 44 coordinates. Although latitude and longitude are useful for calculating 48 geographic coordinates (latitude/longitude) of the location.</p> 52 coordinates. This process is called <em>geocoding</em>. Alternatively, you can
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/frameworks/base/docs/html/training/sync-adapters/ |
D | index.jd | 50 transfers, and coordinates synchronization operations across different apps. When you use
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