This file is indexed.

/usr/include/wx-2.6/wx/animate/animate.h is in wx2.6-headers 2.6.3.2.2-5ubuntu4.

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
/////////////////////////////////////////////////////////////////////////////
// Name:        animate.h
// Purpose:     Animation classes
// Author:      Julian Smart and Guillermo Rodriguez Garcia
// Modified by:
// Created:     13/8/99
// RCS-ID:      $Id: animate.h,v 1.5 2004/02/08 11:59:31 JS Exp $
// Copyright:   (c) Julian Smart and Guillermo Rodriguez Garcia
// Licence:     wxWindows licence
/////////////////////////////////////////////////////////////////////////////

#ifndef _WX_ANIMATEH__
#define _WX_ANIMATEH__

#if defined(__GNUG__) && !defined(__APPLE__)
    #pragma interface "animate.h"
#endif

#include <wx/defs.h>
#include <wx/string.h>
#include <wx/gdicmn.h>
#include <wx/list.h>
#include <wx/timer.h>
#include <wx/bitmap.h>
#include <wx/colour.h>
#include <wx/control.h>

#ifdef WXMAKINGDLL_ANIMATE
    #define WXDLLIMPEXP_ANIMATE WXEXPORT
#elif defined(WXUSINGDLL)
    #define WXDLLIMPEXP_ANIMATE WXIMPORT
#else // not making nor using DLL
    #define WXDLLIMPEXP_ANIMATE
#endif

class WXDLLIMPEXP_ANIMATE wxAnimationBase;
class WXDLLIMPEXP_ANIMATE wxAnimationPlayer;
class WXDLLEXPORT wxImage;

enum wxAnimationDisposal
{
    wxANIM_UNSPECIFIED = -1,
    wxANIM_DONOTREMOVE = 0,
    wxANIM_TOBACKGROUND = 1,
    wxANIM_TOPREVIOUS = 2
} ;

class WXDLLIMPEXP_ANIMATE wxAnimationTimer: public wxTimer
{
public:
    wxAnimationTimer() { m_player = (wxAnimationPlayer*) NULL; }

    virtual void Notify();
    void SetPlayer(wxAnimationPlayer* player) { m_player = player; }

protected:
    wxAnimationPlayer*  m_player;
};

/* wxAnimationPlayer
 * Create an object of this class, and either pass an wxXXXAnimation object in
 * the constructor, or call SetAnimation. Then call Play().  The wxAnimation
 * object is only destroyed in the destructor if destroyAnimation is TRUE in
 * the constructor.
 */

class WXDLLIMPEXP_ANIMATE wxAnimationPlayer : public wxObject
{
    DECLARE_CLASS(wxAnimationPlayer)

public:
    wxAnimationPlayer(wxAnimationBase *animation = (wxAnimationBase *) NULL, bool destroyAnimation = FALSE);
    ~wxAnimationPlayer();
//// Accessors

    void SetAnimation(wxAnimationBase* animation, bool destroyAnimation = FALSE);
    wxAnimationBase* GetAnimation() const { return m_animation; }

    void SetDestroyAnimation(bool destroyAnimation) { m_destroyAnimation = destroyAnimation; };
    bool GetDestroyAnimation() const { return m_destroyAnimation; }

    void SetCurrentFrame(int currentFrame) { m_currentFrame = currentFrame; };
    int GetCurrentFrame() const { return m_currentFrame; }

    void SetWindow(wxWindow* window) { m_window = window; };
    wxWindow* GetWindow() const { return m_window; }

    void SetPosition(const wxPoint& pos) { m_position = pos; };
    wxPoint GetPosition() const { return m_position; }

    void SetLooped(bool looped) { m_looped = looped; };
    bool GetLooped() const { return m_looped; }

    bool HasAnimation() const { return (m_animation != (wxAnimationBase*) NULL); }

    bool IsPlaying() const { return m_isPlaying; }

    // Specify whether the GIF's background colour is to be shown,
    // or whether the window background should show through (the default)
    void UseBackgroundColour(bool useBackground) { m_useBackgroundColour = useBackground; }
    bool UsingBackgroundColour() const { return m_useBackgroundColour; }

    // Set and use a user-specified background colour (valid for transparent
    // animations only)
    void SetCustomBackgroundColour(const wxColour& col, bool useCustomBackgroundColour = TRUE)
    { m_customBackgroundColour = col; m_useCustomBackgroundColour = useCustomBackgroundColour; }

    bool UsingCustomBackgroundColour() const { return m_useCustomBackgroundColour; }
    const wxColour& GetCustomBackgroundColour() const { return m_customBackgroundColour; }

    // Another refinement - suppose we're drawing the animation in a separate
    // control or window. We may wish to use the background of the parent
    // window as the background of our animation. This allows us to specify
    // whether to grab from the parent or from this window.
    void UseParentBackground(bool useParent) { m_useParentBackground = useParent; }
    bool UsingParentBackground() const { return m_useParentBackground; }

//// Operations

    // Play
    virtual bool Play(wxWindow& window, const wxPoint& pos = wxPoint(0, 0), bool looped = TRUE);

    // Build animation (list of wxImages). If not called before Play
    // is called, Play will call this automatically.
    virtual bool Build();

    // Stop the animation
    virtual void Stop();

    // Draw the current view of the animation into this DC.
    // Call this from your OnPaint, for example.
    virtual void Draw(wxDC& dc);

//// Accessing the current animation

    virtual int GetFrameCount() const;
    virtual wxImage* GetFrame(int i) const; // Creates a new wxImage
    virtual wxAnimationDisposal GetDisposalMethod(int i) const;
    virtual wxRect GetFrameRect(int i) const; // Position and size of frame
    virtual int GetDelay(int i) const; // Delay for this frame

    virtual wxSize GetLogicalScreenSize() const;
    virtual bool GetBackgroundColour(wxColour& col) const ;
    virtual bool GetTransparentColour(wxColour& col) const ;

//// Implementation

    // Play the frame
    virtual bool PlayFrame(int frame, wxWindow& window, const wxPoint& pos);
    virtual bool PlayFrame();
    virtual void DrawFrame(int frame, wxDC& dc, const wxPoint& pos);
    virtual void DrawBackground(wxDC& dc, const wxPoint& pos, const wxColour& colour);

    // Clear the wxImage cache
    virtual void ClearCache();

    // Save the pertinent area of the window so we can restore
    // it if drawing transparently
    void SaveBackground(const wxRect& rect);

    wxBitmap& GetBackingStore() { return m_backingStore; }

//// Data members
protected:
    wxAnimationBase*    m_animation;
    bool                m_destroyAnimation; // Destroy m_animation on deletion of this object
    wxList              m_frames;           // List of cached wxBitmap frames.
    int                 m_currentFrame;     // Current frame
    wxWindow*           m_window;           // Window to draw into
    wxPoint             m_position;         // Position to draw at
    bool                m_looped;           // Looped, or not
    wxAnimationTimer    m_timer;            // The timer
    bool                m_isPlaying;        // Is the animation playing?
    wxBitmap            m_savedBackground;  // Saved background of window portion
    wxBitmap            m_backingStore;     // The player draws into this
    bool                m_useBackgroundColour; // Use colour or background
    wxColour            m_customBackgroundColour; // Override animation background
    bool                m_useCustomBackgroundColour;
    bool                m_useParentBackground; // Grab background from parent?
};

/* wxAnimationBase
 * Base class for animations.
 * A wxXXXAnimation only stores the animation, providing accessors to
 * wxAnimationPlayer.  Currently an animation is read-only, but we could
 * extend the API for adding frames programmatically, and perhaps have a
 * wxMemoryAnimation class that stores its frames in memory, and is able to
 * save all files with suitable filenames. You could then use e.g. Ulead GIF
 * Animator to load the image files into a GIF animation.
 */

class WXDLLIMPEXP_ANIMATE wxAnimationBase : public wxObject
{
    DECLARE_ABSTRACT_CLASS(wxAnimationBase)

public:
    wxAnimationBase() {};
    ~wxAnimationBase() {};

//// Accessors. Should be overridden by each derived class.

    virtual int GetFrameCount() const = 0;
    virtual wxImage* GetFrame(int i) const = 0; // Creates a new wxImage
    virtual wxAnimationDisposal GetDisposalMethod(int i) const = 0;
    virtual wxRect GetFrameRect(int i) const = 0; // Position and size of frame
    virtual int GetDelay(int i) const = 0; // Delay for this frame

    virtual wxSize GetLogicalScreenSize() const = 0;
    virtual bool GetBackgroundColour(wxColour& col) const = 0;
    virtual bool GetTransparentColour(wxColour& col) const = 0;

    // Is the animation OK?
    virtual bool IsValid() const = 0;

//// Operations

    virtual bool LoadFile(const wxString& WXUNUSED(filename)) { return FALSE; }
};

/* wxGIFAnimation
 * This will be moved to a separate file in due course.
 */

class WXDLLIMPEXP_ANIMATE wxGIFDecoder;

class WXDLLIMPEXP_ANIMATE wxGIFAnimation : public wxAnimationBase
{
    DECLARE_CLASS(wxGIFAnimation)

public:
    wxGIFAnimation() ;
    ~wxGIFAnimation() ;

//// Accessors

    virtual int GetFrameCount() const;
    virtual wxImage* GetFrame(int i) const;
    virtual wxAnimationDisposal GetDisposalMethod(int i) const;
    virtual wxRect GetFrameRect(int i) const; // Position and size of frame
    virtual int GetDelay(int i) const; // Delay for this frame

    virtual wxSize GetLogicalScreenSize() const ;
    virtual bool GetBackgroundColour(wxColour& col) const ;
    virtual bool GetTransparentColour(wxColour& col) const ;

    virtual bool IsValid() const;

//// Operations

    virtual bool LoadFile(const wxString& filename);

protected:

    wxGIFDecoder*   m_decoder;
};

/*
 * wxAnimationCtrlBase
 * Abstract base class for format-specific animation controls.
 * This class implements most of the functionality; all a derived
 * class has to do is create the appropriate animation class on demand.
 */

// Resize to animation size if this is set
#define wxAN_FIT_ANIMATION       0x0010

class WXDLLIMPEXP_ANIMATE wxAnimationCtrlBase: public wxControl
{
public:
    wxAnimationCtrlBase() { }
    wxAnimationCtrlBase(wxWindow *parent, wxWindowID id,
            const wxString& filename = wxEmptyString,
            const wxPoint& pos = wxDefaultPosition,
            const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
            const wxString& name = wxT("animationControl"))
    {
        Create(parent, id, filename, pos, size, style, name);
    }
    ~wxAnimationCtrlBase();

    bool Create(wxWindow *parent, wxWindowID id,
            const wxString& filename = wxEmptyString,
            const wxPoint& pos = wxDefaultPosition,
            const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
            const wxString& name = wxT("animationControl"));

    //// Operations
    virtual bool LoadFile(const wxString& filename = wxEmptyString);
    virtual bool Play(bool looped = TRUE) ;
    virtual void Stop() { m_animationPlayer.Stop(); }
    virtual void FitToAnimation();

    //// Accessors
    virtual bool IsPlaying() const { return m_animationPlayer.IsPlaying(); }
    virtual wxAnimationPlayer& GetPlayer() { return m_animationPlayer; }
    virtual wxAnimationBase* GetAnimation() { return m_animation; }

    const wxString& GetFilename() const { return m_filename; }
    void SetFilename(const wxString& filename) { m_filename = filename; }

    //// Event handlers
    void OnPaint(wxPaintEvent& event);

protected:
    virtual wxSize DoGetBestSize() const;

    // Override this in derived classes
    virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) = 0;

    wxAnimationPlayer   m_animationPlayer;
    wxAnimationBase*    m_animation;
    wxString            m_filename;

private:
    DECLARE_ABSTRACT_CLASS(wxAnimationCtrlBase)
    DECLARE_EVENT_TABLE()
};

/*
 * wxGIFAnimationCtrl
 * Provides a GIF animation class when required.
 */

class WXDLLIMPEXP_ANIMATE wxGIFAnimationCtrl: public wxAnimationCtrlBase
{
public:
    wxGIFAnimationCtrl() { }
    wxGIFAnimationCtrl(wxWindow *parent, wxWindowID id,
            const wxString& filename = wxEmptyString,
            const wxPoint& pos = wxDefaultPosition,
            const wxSize& size = wxDefaultSize, long style = wxAN_FIT_ANIMATION|wxNO_BORDER,
            const wxString& name = wxT("animationControl"))
    {
        Create(parent, id, filename, pos, size, style, name);
    }

protected:
    virtual wxAnimationBase* DoCreateAnimation(const wxString& filename) ;
private:
    DECLARE_DYNAMIC_CLASS(wxGIFAnimationCtrl)
};

#endif // _WX_ANIMATEH__