This file is indexed.

/usr/include/SFML/Window/Window.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
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
////////////////////////////////////////////////////////////
//
// 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_WINDOW_HPP
#define SFML_WINDOW_HPP

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/Export.hpp>
#include <SFML/Window/ContextSettings.hpp>
#include <SFML/Window/VideoMode.hpp>
#include <SFML/Window/WindowHandle.hpp>
#include <SFML/Window/WindowStyle.hpp>
#include <SFML/Window/GlResource.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/String.hpp>


namespace sf
{
namespace priv
{
    class GlContext;
    class WindowImpl;
}

class Event;

////////////////////////////////////////////////////////////
/// \brief Window that serves as a target for OpenGL rendering
///
////////////////////////////////////////////////////////////
class SFML_WINDOW_API Window : GlResource, NonCopyable
{
public:

    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    /// This constructor doesn't actually create the window,
    /// use the other constructors or call create() to do so.
    ///
    ////////////////////////////////////////////////////////////
    Window();

    ////////////////////////////////////////////////////////////
    /// \brief Construct a new window
    ///
    /// This constructor creates the window with the size and pixel
    /// depth defined in \a mode. An optional style can be passed to
    /// customize the look and behavior of the window (borders,
    /// title bar, resizable, closable, ...). If \a style contains
    /// Style::Fullscreen, then \a mode must be a valid video mode.
    ///
    /// The fourth parameter is an optional structure specifying
    /// advanced OpenGL context settings such as antialiasing,
    /// depth-buffer bits, etc.
    ///
    /// \param mode     Video mode to use (defines the width, height and depth of the rendering area of the window)
    /// \param title    Title of the window
    /// \param style    %Window style, a bitwise OR combination of sf::Style enumerators
    /// \param settings Additional settings for the underlying OpenGL context
    ///
    ////////////////////////////////////////////////////////////
    Window(VideoMode mode, const String& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());

    ////////////////////////////////////////////////////////////
    /// \brief Construct the window from an existing control
    ///
    /// Use this constructor if you want to create an OpenGL
    /// rendering area into an already existing control.
    ///
    /// The second parameter is an optional structure specifying
    /// advanced OpenGL context settings such as antialiasing,
    /// depth-buffer bits, etc.
    ///
    /// \param handle   Platform-specific handle of the control
    /// \param settings Additional settings for the underlying OpenGL context
    ///
    ////////////////////////////////////////////////////////////
    explicit Window(WindowHandle handle, const ContextSettings& settings = ContextSettings());

    ////////////////////////////////////////////////////////////
    /// \brief Destructor
    ///
    /// Closes the window and frees all the resources attached to it.
    ///
    ////////////////////////////////////////////////////////////
    virtual ~Window();

    ////////////////////////////////////////////////////////////
    /// \brief Create (or recreate) the window
    ///
    /// If the window was already created, it closes it first.
    /// If \a style contains Style::Fullscreen, then \a mode
    /// must be a valid video mode.
    ///
    /// The fourth parameter is an optional structure specifying
    /// advanced OpenGL context settings such as antialiasing,
    /// depth-buffer bits, etc.
    ///
    /// \param mode     Video mode to use (defines the width, height and depth of the rendering area of the window)
    /// \param title    Title of the window
    /// \param style    %Window style, a bitwise OR combination of sf::Style enumerators
    /// \param settings Additional settings for the underlying OpenGL context
    ///
    ////////////////////////////////////////////////////////////
    void create(VideoMode mode, const String& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());

    ////////////////////////////////////////////////////////////
    /// \brief Create (or recreate) the window from an existing control
    ///
    /// Use this function if you want to create an OpenGL
    /// rendering area into an already existing control.
    /// If the window was already created, it closes it first.
    ///
    /// The second parameter is an optional structure specifying
    /// advanced OpenGL context settings such as antialiasing,
    /// depth-buffer bits, etc.
    ///
    /// \param handle   Platform-specific handle of the control
    /// \param settings Additional settings for the underlying OpenGL context
    ///
    ////////////////////////////////////////////////////////////
    void create(WindowHandle handle, const ContextSettings& settings = ContextSettings());

    ////////////////////////////////////////////////////////////
    /// \brief Close the window and destroy all the attached resources
    ///
    /// After calling this function, the sf::Window instance remains
    /// valid and you can call create() to recreate the window.
    /// All other functions such as pollEvent() or display() will
    /// still work (i.e. you don't have to test isOpen() every time),
    /// and will have no effect on closed windows.
    ///
    ////////////////////////////////////////////////////////////
    void close();

    ////////////////////////////////////////////////////////////
    /// \brief Tell whether or not the window is open
    ///
    /// This function returns whether or not the window exists.
    /// Note that a hidden window (setVisible(false)) is open
    /// (therefore this function would return true).
    ///
    /// \return True if the window is open, false if it has been closed
    ///
    ////////////////////////////////////////////////////////////
    bool isOpen() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the settings of the OpenGL context of the window
    ///
    /// Note that these settings may be different from what was
    /// passed to the constructor or the create() function,
    /// if one or more settings were not supported. In this case,
    /// SFML chose the closest match.
    ///
    /// \return Structure containing the OpenGL context settings
    ///
    ////////////////////////////////////////////////////////////
    const ContextSettings& getSettings() const;

    ////////////////////////////////////////////////////////////
    /// \brief Pop the event on top of the event queue, if any, and return it
    ///
    /// This function is not blocking: if there's no pending event then
    /// it will return false and leave \a event unmodified.
    /// Note that more than one event may be present in the event queue,
    /// thus you should always call this function in a loop
    /// to make sure that you process every pending event.
    /// \code
    /// sf::Event event;
    /// while (window.pollEvent(event))
    /// {
    ///    // process event...
    /// }
    /// \endcode
    ///
    /// \param event Event to be returned
    ///
    /// \return True if an event was returned, or false if the event queue was empty
    ///
    /// \see waitEvent
    ///
    ////////////////////////////////////////////////////////////
    bool pollEvent(Event& event);

    ////////////////////////////////////////////////////////////
    /// \brief Wait for an event and return it
    ///
    /// This function is blocking: if there's no pending event then
    /// it will wait until an event is received.
    /// After this function returns (and no error occurred),
    /// the \a event object is always valid and filled properly.
    /// This function is typically used when you have a thread that
    /// is dedicated to events handling: you want to make this thread
    /// sleep as long as no new event is received.
    /// \code
    /// sf::Event event;
    /// if (window.waitEvent(event))
    /// {
    ///    // process event...
    /// }
    /// \endcode
    ///
    /// \param event Event to be returned
    ///
    /// \return False if any error occurred
    ///
    /// \see pollEvent
    ///
    ////////////////////////////////////////////////////////////
    bool waitEvent(Event& event);

    ////////////////////////////////////////////////////////////
    /// \brief Get the position of the window
    ///
    /// \return Position of the window, in pixels
    ///
    /// \see setPosition
    ///
    ////////////////////////////////////////////////////////////
    Vector2i getPosition() const;

    ////////////////////////////////////////////////////////////
    /// \brief Change the position of the window on screen
    ///
    /// This function only works for top-level windows
    /// (i.e. it will be ignored for windows created from
    /// the handle of a child window/control).
    ///
    /// \param position New position, in pixels
    ///
    /// \see getPosition
    ///
    ////////////////////////////////////////////////////////////
    void setPosition(const Vector2i& position);

    ////////////////////////////////////////////////////////////
    /// \brief Get the size of the rendering region of the window
    ///
    /// The size doesn't include the titlebar and borders
    /// of the window.
    ///
    /// \return Size in pixels
    ///
    /// \see setSize
    ///
    ////////////////////////////////////////////////////////////
    Vector2u getSize() const;

    ////////////////////////////////////////////////////////////
    /// \brief Change the size of the rendering region of the window
    ///
    /// \param size New size, in pixels
    ///
    /// \see getSize
    ///
    ////////////////////////////////////////////////////////////
    void setSize(const Vector2u& size);

    ////////////////////////////////////////////////////////////
    /// \brief Change the title of the window
    ///
    /// \param title New title
    ///
    /// \see setIcon
    ///
    ////////////////////////////////////////////////////////////
    void setTitle(const String& title);

    ////////////////////////////////////////////////////////////
    /// \brief Change the window's icon
    ///
    /// \a pixels must be an array of \a width x \a height pixels
    /// in 32-bits RGBA format.
    ///
    /// The OS default icon is used by default.
    ///
    /// \param width  Icon's width, in pixels
    /// \param height Icon's height, in pixels
    /// \param pixels Pointer to the array of pixels in memory. The
    ///               pixels are copied, so you need not keep the
    ///               source alive after calling this function.
    ///
    /// \see setTitle
    ///
    ////////////////////////////////////////////////////////////
    void setIcon(unsigned int width, unsigned int height, const Uint8* pixels);

    ////////////////////////////////////////////////////////////
    /// \brief Show or hide the window
    ///
    /// The window is shown by default.
    ///
    /// \param visible True to show the window, false to hide it
    ///
    ////////////////////////////////////////////////////////////
    void setVisible(bool visible);

    ////////////////////////////////////////////////////////////
    /// \brief Enable or disable vertical synchronization
    ///
    /// Activating vertical synchronization will limit the number
    /// of frames displayed to the refresh rate of the monitor.
    /// This can avoid some visual artifacts, and limit the framerate
    /// to a good value (but not constant across different computers).
    ///
    /// Vertical synchronization is disabled by default.
    ///
    /// \param enabled True to enable v-sync, false to deactivate it
    ///
    ////////////////////////////////////////////////////////////
    void setVerticalSyncEnabled(bool enabled);

    ////////////////////////////////////////////////////////////
    /// \brief Show or hide the mouse cursor
    ///
    /// The mouse cursor is visible by default.
    ///
    /// \param visible True to show the mouse cursor, false to hide it
    ///
    ////////////////////////////////////////////////////////////
    void setMouseCursorVisible(bool visible);

    ////////////////////////////////////////////////////////////
    /// \brief Grab or release the mouse cursor
    ///
    /// If set, grabs the mouse cursor inside this window's client
    /// area so it may no longer be moved outside its bounds.
    /// Note that grabbing is only active while the window has
    /// focus.
    ///
    /// \param grabbed True to enable, false to disable
    ///
    ////////////////////////////////////////////////////////////
    void setMouseCursorGrabbed(bool grabbed);

    ////////////////////////////////////////////////////////////
    /// \brief Enable or disable automatic key-repeat
    ///
    /// If key repeat is enabled, you will receive repeated
    /// KeyPressed events while keeping a key pressed. If it is disabled,
    /// you will only get a single event when the key is pressed.
    ///
    /// Key repeat is enabled by default.
    ///
    /// \param enabled True to enable, false to disable
    ///
    ////////////////////////////////////////////////////////////
    void setKeyRepeatEnabled(bool enabled);

    ////////////////////////////////////////////////////////////
    /// \brief Limit the framerate to a maximum fixed frequency
    ///
    /// If a limit is set, the window will use a small delay after
    /// each call to display() to ensure that the current frame
    /// lasted long enough to match the framerate limit.
    /// SFML will try to match the given limit as much as it can,
    /// but since it internally uses sf::sleep, whose precision
    /// depends on the underlying OS, the results may be a little
    /// unprecise as well (for example, you can get 65 FPS when
    /// requesting 60).
    ///
    /// \param limit Framerate limit, in frames per seconds (use 0 to disable limit)
    ///
    ////////////////////////////////////////////////////////////
    void setFramerateLimit(unsigned int limit);

    ////////////////////////////////////////////////////////////
    /// \brief Change the joystick threshold
    ///
    /// The joystick threshold is the value below which
    /// no JoystickMoved event will be generated.
    ///
    /// The threshold value is 0.1 by default.
    ///
    /// \param threshold New threshold, in the range [0, 100]
    ///
    ////////////////////////////////////////////////////////////
    void setJoystickThreshold(float threshold);

    ////////////////////////////////////////////////////////////
    /// \brief Activate or deactivate the window as the current target
    ///        for OpenGL rendering
    ///
    /// A window is active only on the current thread, if you want to
    /// make it active on another thread you have to deactivate it
    /// on the previous thread first if it was active.
    /// Only one window can be active on a thread at a time, thus
    /// the window previously active (if any) automatically gets deactivated.
    /// This is not to be confused with requestFocus().
    ///
    /// \param active True to activate, false to deactivate
    ///
    /// \return True if operation was successful, false otherwise
    ///
    ////////////////////////////////////////////////////////////
    bool setActive(bool active = true) const;

    ////////////////////////////////////////////////////////////
    /// \brief Request the current window to be made the active
    ///        foreground window
    ///
    /// At any given time, only one window may have the input focus
    /// to receive input events such as keystrokes or mouse events.
    /// If a window requests focus, it only hints to the operating
    /// system, that it would like to be focused. The operating system
    /// is free to deny the request.
    /// This is not to be confused with setActive().
    ///
    /// \see hasFocus
    ///
    ////////////////////////////////////////////////////////////
    void requestFocus();

    ////////////////////////////////////////////////////////////
    /// \brief Check whether the window has the input focus
    ///
    /// At any given time, only one window may have the input focus
    /// to receive input events such as keystrokes or most mouse
    /// events.
    ///
    /// \return True if window has focus, false otherwise
    /// \see requestFocus
    ///
    ////////////////////////////////////////////////////////////
    bool hasFocus() const;

    ////////////////////////////////////////////////////////////
    /// \brief Display on screen what has been rendered to the window so far
    ///
    /// This function is typically called after all OpenGL rendering
    /// has been done for the current frame, in order to show
    /// it on screen.
    ///
    ////////////////////////////////////////////////////////////
    void display();

    ////////////////////////////////////////////////////////////
    /// \brief Get the OS-specific handle of the window
    ///
    /// The type of the returned handle is sf::WindowHandle,
    /// which is a typedef to the handle type defined by the OS.
    /// You shouldn't need to use this function, unless you have
    /// very specific stuff to implement that SFML doesn't support,
    /// or implement a temporary workaround until a bug is fixed.
    ///
    /// \return System handle of the window
    ///
    ////////////////////////////////////////////////////////////
    WindowHandle getSystemHandle() const;

protected:

    ////////////////////////////////////////////////////////////
    /// \brief Function called after the window has been created
    ///
    /// This function is called so that derived classes can
    /// perform their own specific initialization as soon as
    /// the window is created.
    ///
    ////////////////////////////////////////////////////////////
    virtual void onCreate();

    ////////////////////////////////////////////////////////////
    /// \brief Function called after the window has been resized
    ///
    /// This function is called so that derived classes can
    /// perform custom actions when the size of the window changes.
    ///
    ////////////////////////////////////////////////////////////
    virtual void onResize();

private:

    ////////////////////////////////////////////////////////////
    /// \brief Processes an event before it is sent to the user
    ///
    /// This function is called every time an event is received
    /// from the internal window (through pollEvent or waitEvent).
    /// It filters out unwanted events, and performs whatever internal
    /// stuff the window needs before the event is returned to the
    /// user.
    ///
    /// \param event Event to filter
    ///
    ////////////////////////////////////////////////////////////
    bool filterEvent(const Event& event);

    ////////////////////////////////////////////////////////////
    /// \brief Perform some common internal initializations
    ///
    ////////////////////////////////////////////////////////////
    void initialize();

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    priv::WindowImpl* m_impl;           ///< Platform-specific implementation of the window
    priv::GlContext*  m_context;        ///< Platform-specific implementation of the OpenGL context
    Clock             m_clock;          ///< Clock for measuring the elapsed time between frames
    Time              m_frameTimeLimit; ///< Current framerate limit
    Vector2u          m_size;           ///< Current size of the window
};

} // namespace sf


#endif // SFML_WINDOW_HPP


////////////////////////////////////////////////////////////
/// \class sf::Window
/// \ingroup window
///
/// sf::Window is the main class of the Window module. It defines
/// an OS window that is able to receive an OpenGL rendering.
///
/// A sf::Window can create its own new window, or be embedded into
/// an already existing control using the create(handle) function.
/// This can be useful for embedding an OpenGL rendering area into
/// a view which is part of a bigger GUI with existing windows,
/// controls, etc. It can also serve as embedding an OpenGL rendering
/// area into a window created by another (probably richer) GUI library
/// like Qt or wxWidgets.
///
/// The sf::Window class provides a simple interface for manipulating
/// the window: move, resize, show/hide, control mouse cursor, etc.
/// It also provides event handling through its pollEvent() and waitEvent()
/// functions.
///
/// Note that OpenGL experts can pass their own parameters (antialiasing
/// level, bits for the depth and stencil buffers, etc.) to the
/// OpenGL context attached to the window, with the sf::ContextSettings
/// structure which is passed as an optional argument when creating the
/// window.
///
/// Usage example:
/// \code
/// // Declare and create a new window
/// sf::Window window(sf::VideoMode(800, 600), "SFML window");
///
/// // Limit the framerate to 60 frames per second (this step is optional)
/// window.setFramerateLimit(60);
///
/// // The main loop - ends as soon as the window is closed
/// while (window.isOpen())
/// {
///    // Event processing
///    sf::Event event;
///    while (window.pollEvent(event))
///    {
///        // Request for closing the window
///        if (event.type == sf::Event::Closed)
///            window.close();
///    }
///
///    // Activate the window for OpenGL rendering
///    window.setActive();
///
///    // OpenGL drawing commands go here...
///
///    // End the current frame and display its contents on screen
///    window.display();
/// }
/// \endcode
///
////////////////////////////////////////////////////////////