This file is indexed.

/usr/include/irrlicht/IGUIButton.h is in libirrlicht-dev 1.8.4+dfsg1-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  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
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __I_GUI_BUTTON_H_INCLUDED__
#define __I_GUI_BUTTON_H_INCLUDED__

#include "IGUIElement.h"

namespace irr
{

namespace video
{
	class ITexture;
} // end namespace video

namespace gui
{
	class IGUIFont;
	class IGUISpriteBank;

	enum EGUI_BUTTON_STATE
	{
		//! The button is not pressed
		EGBS_BUTTON_UP=0,
		//! The button is currently pressed down
		EGBS_BUTTON_DOWN,
		//! The mouse cursor is over the button
		EGBS_BUTTON_MOUSE_OVER,
		//! The mouse cursor is not over the button
		EGBS_BUTTON_MOUSE_OFF,
		//! The button has the focus
		EGBS_BUTTON_FOCUSED,
		//! The button doesn't have the focus
		EGBS_BUTTON_NOT_FOCUSED,
		//! not used, counts the number of enumerated items
		EGBS_COUNT
	};

	//! Names for gui button state icons
	const c8* const GUIButtonStateNames[] =
	{
		"buttonUp",
		"buttonDown",
		"buttonMouseOver",
		"buttonMouseOff",
		"buttonFocused",
		"buttonNotFocused",
		0,
		0,
	};

	//! GUI Button interface.
	/** \par This element can create the following events of type EGUI_EVENT_TYPE:
	\li EGET_BUTTON_CLICKED
	*/
	class IGUIButton : public IGUIElement
	{
	public:

		//! constructor
		IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
			: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}

		//! Sets another skin independent font.
		/** If this is set to zero, the button uses the font of the skin.
		\param font: New font to set. */
		virtual void setOverrideFont(IGUIFont* font=0) = 0;

		//! Gets the override font (if any)
		/** \return The override font (may be 0) */
		virtual IGUIFont* getOverrideFont(void) const = 0;

		//! Get the font which is used right now for drawing
		/** Currently this is the override font when one is set and the
		font of the active skin otherwise */
		virtual IGUIFont* getActiveFont() const = 0;

		//! Sets an image which should be displayed on the button when it is in normal state.
		/** \param image: Image to be displayed */
		virtual void setImage(video::ITexture* image=0) = 0;

		//! Sets a background image for the button when it is in normal state.
		/** \param image: Texture containing the image to be displayed
		\param pos: Position in the texture, where the image is located */
		virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) = 0;

		//! Sets a background image for the button when it is in pressed state.
		/** If no images is specified for the pressed state via
		setPressedImage(), this image is also drawn in pressed state.
		\param image: Image to be displayed */
		virtual void setPressedImage(video::ITexture* image=0) = 0;

		//! Sets an image which should be displayed on the button when it is in pressed state.
		/** \param image: Texture containing the image to be displayed
		\param pos: Position in the texture, where the image is located */
		virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) = 0;

		//! Sets the sprite bank used by the button
		virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;

		//! Sets the animated sprite for a specific button state
		/** \param index: Number of the sprite within the sprite bank, use -1 for no sprite
		\param state: State of the button to set the sprite for
		\param index: The sprite number from the current sprite bank
		\param color: The color of the sprite
		\param loop: True if the animation should loop, false if not
		*/
		virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
				video::SColor color=video::SColor(255,255,255,255), bool loop=false) = 0;

		//! Sets if the button should behave like a push button.
		/** Which means it can be in two states: Normal or Pressed. With a click on the button,
		the user can change the state of the button. */
		virtual void setIsPushButton(bool isPushButton=true) = 0;

		//! Sets the pressed state of the button if this is a pushbutton
		virtual void setPressed(bool pressed=true) = 0;

		//! Returns if the button is currently pressed
		virtual bool isPressed() const = 0;

		//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
		virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;

		//! Returns if the alpha channel should be used for drawing background images on the button
		virtual bool isAlphaChannelUsed() const = 0;

		//! Returns whether the button is a push button
		virtual bool isPushButton() const = 0;

		//! Sets if the button should use the skin to draw its border and button face (default is true)
		virtual void setDrawBorder(bool border=true) = 0;

		//! Returns if the border and button face are being drawn using the skin
		virtual bool isDrawingBorder() const = 0;

		//! Sets if the button should scale the button images to fit
		virtual void setScaleImage(bool scaleImage=true) = 0;

		//! Checks whether the button scales the used images
		virtual bool isScalingImage() const = 0;
	};


} // end namespace gui
} // end namespace irr

#endif