/usr/include/vtk-6.1/vtkAbstractContextBufferId.h is in libvtk6-dev 6.1.0+dfsg2-6.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkAbstractContextBufferId.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkAbstractContextBufferId - 2D array of ids, used for picking.
//
// .SECTION Description
// An 2D array where each element is the id of an entity drawn at the given
// pixel. The access is not specified in this class.
// The effective/concrete subclass vtkContextBufferId stores the whole buffer
// in RAM. The access to a value is fast and independent of the OpenGL.
// However it requires to first fill the whole buffer by transferring the
// buffer generated by OpenGL from the VRAM to the RAM. It is inefficient if
// the context of the scene changes during interaction.
//
// The effective/concrete subclass vtkOpenGLContextBufferId keeps the buffer id
// on the VRAM in a texture image. The access to a value is slower than a
// simple read access to an array but it does not require a large transfer of
// data from the VRAM to the RAM.
//
// .SECTION See Also
// vtkContextBufferId, vtkOpenGLContextBufferId
#ifndef __vtkAbstractContextBufferId_h
#define __vtkAbstractContextBufferId_h
#include "vtkRenderingContext2DModule.h" // For export macro
#include "vtkObject.h"
class VTKRENDERINGCONTEXT2D_EXPORT vtkAbstractContextBufferId : public vtkObject
{
public:
vtkTypeMacro(vtkAbstractContextBufferId, vtkObject);
virtual void PrintSelf(ostream &os, vtkIndent indent);
// Description:
// Number of columns. Initial value is 0.
vtkGetMacro(Width,int);
// Description:
// Set the number of columns. Initial value is 0.
vtkSetMacro(Width,int);
// Description:
// Number of rows. Initial value is 0.
vtkGetMacro(Height,int);
// Description:
// Set the number of rows. Initial value is 0.
vtkSetMacro(Height,int);
// Description:
// Allocate the memory for at least Width*Height elements.
// \pre positive_width: GetWidth()>0
// \pre positive_height: GetHeight()>0
virtual void Allocate()=0;
// Description:
// Tell if the buffer has been allocated.
virtual bool IsAllocated() const=0;
// Description:
// Copy the contents of the current read buffer to the internal structure
// starting at lower left corner of the framebuffer (srcXmin,srcYmin).
// \pre is_allocated: this->IsAllocated()
virtual void SetValues(int srcXmin,
int srcYmin)=0;
// Description:
// Return item under abscissa x and ordinate y.
// Abscissa go from left to right.
// Ordinate go from bottom to top.
// The return value is -1 if there is no item.
// \pre is_allocated: IsAllocated()
// \post valid_result: result>=-1
virtual vtkIdType GetPickedItem(int x, int y)=0;
// Description:
// Release any graphics resources that are being consumed by this object.
// Default implementation is empty.
virtual void ReleaseGraphicsResources();
protected:
vtkAbstractContextBufferId();
virtual ~vtkAbstractContextBufferId();
int Width;
int Height;
private:
vtkAbstractContextBufferId(const vtkAbstractContextBufferId &); // Not implemented.
void operator=(const vtkAbstractContextBufferId &); // Not implemented.
};
#endif // #ifndef __vtkAbstractContextBufferId_h
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