This file is indexed.

/usr/include/SFML/Window/Context.hpp is in libsfml-dev 2.4.2+dfsg-4.

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
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
//    you must not claim that you wrote the original software.
//    If you use this software in a product, an acknowledgment
//    in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
//    and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////

#ifndef SFML_CONTEXT_HPP
#define SFML_CONTEXT_HPP

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/Export.hpp>
#include <SFML/Window/GlResource.hpp>
#include <SFML/Window/ContextSettings.hpp>
#include <SFML/System/NonCopyable.hpp>


namespace sf
{
namespace priv
{
    class GlContext;
}

typedef void (*GlFunctionPointer)();

////////////////////////////////////////////////////////////
/// \brief Class holding a valid drawing context
///
////////////////////////////////////////////////////////////
class SFML_WINDOW_API Context : GlResource, NonCopyable
{
public:

    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    /// The constructor creates and activates the context
    ///
    ////////////////////////////////////////////////////////////
    Context();

    ////////////////////////////////////////////////////////////
    /// \brief Destructor
    ///
    /// The destructor deactivates and destroys the context
    ///
    ////////////////////////////////////////////////////////////
    ~Context();

    ////////////////////////////////////////////////////////////
    /// \brief Activate or deactivate explicitly the context
    ///
    /// \param active True to activate, false to deactivate
    ///
    /// \return True on success, false on failure
    ///
    ////////////////////////////////////////////////////////////
    bool setActive(bool active);

    ////////////////////////////////////////////////////////////
    /// \brief Get the settings of the context
    ///
    /// Note that these settings may be different than the ones
    /// passed to the constructor; they are indeed adjusted if the
    /// original settings are not directly supported by the system.
    ///
    /// \return Structure containing the settings
    ///
    ////////////////////////////////////////////////////////////
    const ContextSettings& getSettings() const;

    ////////////////////////////////////////////////////////////
    /// \brief Check whether a given OpenGL extension is available
    ///
    /// \param name Name of the extension to check for
    ///
    /// \return True if available, false if unavailable
    ///
    ////////////////////////////////////////////////////////////
    static bool isExtensionAvailable(const char* name);

    ////////////////////////////////////////////////////////////
    /// \brief Get the address of an OpenGL function
    ///
    /// \param name Name of the function to get the address of
    ///
    /// \return Address of the OpenGL function, 0 on failure
    ///
    ////////////////////////////////////////////////////////////
    static GlFunctionPointer getFunction(const char* name);

    ////////////////////////////////////////////////////////////
    /// \brief Get the currently active context
    ///
    /// \return The currently active context or NULL if none is active
    ///
    ////////////////////////////////////////////////////////////
    static const Context* getActiveContext();

    ////////////////////////////////////////////////////////////
    /// \brief Construct a in-memory context
    ///
    /// This constructor is for internal use, you don't need
    /// to bother with it.
    ///
    /// \param settings Creation parameters
    /// \param width    Back buffer width
    /// \param height   Back buffer height
    ///
    ////////////////////////////////////////////////////////////
    Context(const ContextSettings& settings, unsigned int width, unsigned int height);

private:

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    priv::GlContext* m_context; ///< Internal OpenGL context
};

} // namespace sf


#endif // SFML_CONTEXT_HPP

////////////////////////////////////////////////////////////
/// \class sf::Context
/// \ingroup window
///
/// If you need to make OpenGL calls without having an
/// active window (like in a thread), you can use an
/// instance of this class to get a valid context.
///
/// Having a valid context is necessary for *every* OpenGL call.
///
/// Note that a context is only active in its current thread,
/// if you create a new thread it will have no valid context
/// by default.
///
/// To use a sf::Context instance, just construct it and let it
/// live as long as you need a valid context. No explicit activation
/// is needed, all it has to do is to exist. Its destructor
/// will take care of deactivating and freeing all the attached
/// resources.
///
/// Usage example:
/// \code
/// void threadFunction(void*)
/// {
///    sf::Context context;
///    // from now on, you have a valid context
///
///    // you can make OpenGL calls
///    glClear(GL_DEPTH_BUFFER_BIT);
/// }
/// // the context is automatically deactivated and destroyed
/// // by the sf::Context destructor
/// \endcode
///
////////////////////////////////////////////////////////////