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/*
 *
 * This file is part of Tulip (www.tulip-software.org)
 *
 * Authors: David Auber and the Tulip development Team
 * from LaBRI, University of Bordeaux
 *
 * Tulip is free software; you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License
 * as published by the Free Software Foundation, either version 3
 * of the License, or (at your option) any later version.
 *
 * Tulip is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details.
 *
 */

#ifndef Tulip_GLLAYER_H
#define Tulip_GLLAYER_H

#include <tulip/tulipconf.h>
#include <tulip/GlComposite.h>

namespace tlp {

class Graph;
class GlScene;
class GlSceneVisitor;
class GlGraphComposite;

/**
 * @ingroup OpenGL
 * @brief A GlLayer is like an 2D drawing software layer system
 *
 * A layer is an entity with a Camera and a GlComposite to store GlEntity
 * Layers are used with GlScene : you can add a layer to a scene and a scene can have many layers
 * @see Camera
 * @see GlComposite
 * @see GlSimpleEntity
 * @see GlScene
 *
 *
 * You have two constructor for GlLayer : one with a camera pointer and one without
 * The constructor without camera pointer create a layer with a new camera and delete this camera at the destruction
 * The constructor with camera pointer create a layer and use the camera pointer but you have the responsibility of camera destruction
 *
 * After you have created a layer, you can populate the layer with GlEntity and addGlEntity() functions
 */
class TLP_GL_SCOPE GlLayer {

public:

  /**
   * @brief Layer constructor : construct a layer with his name
   * A new camera is created for this layer and this camera will be deleted in the GlLayer destructor
   * @param name layer name
   * @param workingLayer a working layer is not displayed on overview
   */
  GlLayer(const std::string& name,bool workingLayer=false);

  /**
   * @brief Layer constructor : construct a layer with his name and use the camera : camera
   * You have the responsibility of camera destruction
   * @param name layer name
   * @param camera camera to use in this layer
   * @param workingLayer a working layer is not displayed on overview
   */
  GlLayer(const std::string& name,Camera *camera,bool workingLayer=false);

  /**
   * @brief Destructor
   */
  ~GlLayer();

  /**
   * @brief Return the scene where the layer is
   */
  GlScene *getScene() {
    return scene;
  }

  /**
   * @brief Return the layer's name
   */
  std::string getName() {
    return name;
  }

  /**
   * @brief Set the layer's camera
   * GlLayer now use a copy of the camera parameters
   */
  void setCamera(Camera* camera);

  /**
   * Set the layer's camera
   * GlLayer now use camera parameters and you have the resposibility of camera destruction
   */
  void setSharedCamera(Camera *camera);

  /**
   * @brief Replace the layer's camera with a new 2D one
   */
  void set2DMode();

  /**
   * @brief Return the layer's camera
   */
  Camera &getCamera() {
    return *camera;
  }

  /**
   * @brief Set if the layer is visible
   */
  void setVisible(bool visible);

  /**
   * @brief Return if the layer is visible
   */
  bool isVisible() {
    return composite.isVisible();
  }

  /**
   * @brief Add an entity to GlComposite of the layer
   */
  void addGlEntity(GlSimpleEntity *entity,const std::string& name);

  /**
   * @brief A Convienience function that adds a graph to the layer
   *
   * This method will automatically create a GlGraphComposite entity and add it to the layer.
   */
  void addGraph(tlp::Graph* graph, const std::string& name);

  /**
   * @brief Remove entity with name : key
   * This entity is not deleted
   */
  void deleteGlEntity(const std::string &key);

  /**
   * @brief Remove entity
   * This entity is not deleted
   */
  void deleteGlEntity(GlSimpleEntity *entity);

  /**
   * @brief Return entity with name : key
   */
  GlSimpleEntity* findGlEntity(const std::string &key);

  /**
   * @brief Return the map of layer's entities
   */
  const std::map<std::string, GlSimpleEntity*> &getGlEntities() const;

  /**
   * @brief Return the GlComposite used by the layer
   * A GlLayer is only a container of a camera and a composite, so to manipulate GlEntity on this layer you can get the GlComposite and add/remove entities on this composite
   */
  GlComposite *getComposite() {
    return &composite;
  }

  /**
   * @brief Remove all entities of the layer
   * Entities are not deleted so before call this function you have to get the entities list and you have the responsibility of entities destruction
   */
  void clear() {
    composite.reset(false);
  }

  /**
   * @brief Return if this layer is a working layer
   * A working layer is not displayed on overview
   */
  bool isAWorkingLayer() {
    return workingLayer;
  }

  /**
   * @brief Return if this layer use a shared camera
   * A shared camera is a camera used by more than one Layer, so if this layer use a shared camera we don't have to delete it when the layer is destroyed
   */
  bool useSharedCamera() {
    return sharedCamera;
  }

  /**
   * Get XML description of the layer and children and store it in out string
   */
  void getXML(std::string &outString);

  /**
   * @brief Get XML description of cameras of the layer and store it in out string
   */
  void getXMLOnlyForCameras(std::string &outString);

  /**
   * @brief Function to set data with inString (in XML format)
   */
  void setWithXML(const std::string &inString, unsigned int &currentPosition);

///@cond DOXYGEN_HIDDEN

  /**
   * This function is automaticaly call when a GlGraphComposite is added in this layer
   * You don't have to call this function
   */
  void glGraphCompositeAdded(GlGraphComposite *composite);

  /**
   * This function is automaticaly call when a GlGraphComposite is removed in this layer
   * You don't have to call this function
   */
  void glGraphCompositeRemoved(GlGraphComposite *composite);

  /**
   * function used by visitors to visit this layer
   */
  void acceptVisitor(GlSceneVisitor *visitor);

///@endcond

protected :

  /**
   * Set the scene where the layer is
   */
  void setScene(GlScene *scene);

private:

  std::string name;

  GlComposite composite;
  GlScene *scene;

  Camera *camera;
  bool sharedCamera;

  bool workingLayer;

  friend class GlScene;

};

}

#endif // Tulip_GLLAYER_H