/usr/include/tulip/GlSimpleEntity.h is in libtulip-dev 4.4.0dfsg2-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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*
* This file is part of Tulip (www.tulip-software.org)
*
* Authors: David Auber and the Tulip development Team
* from LaBRI, University of Bordeaux 1 and Inria Bordeaux - Sud Ouest
*
* Tulip is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation, either version 3
* of the License, or (at your option) any later version.
*
* Tulip is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
*/
#ifndef Tulip_GLSIMPLEENTITY_H
#define Tulip_GLSIMPLEENTITY_H
#include <vector>
#include <tulip/GlEntity.h>
#include <tulip/Coord.h>
#include <tulip/GlSceneVisitor.h>
#include <tulip/BoundingBox.h>
#include <QStringList>
#include <QVariantList>
namespace tlp {
class GlComposite;
class Camera;
/**
* @ingroup OpenGL
* @brief Base class for all Tulip OpenGL entities
*
* Other Tulip entities inherit for this class.
*
* You don't have to create a GlSimpleEntity, you have to use GlLine, GlRect or GlSphere for example
* @see Gl2DRect
* @see GlPolygon
* @see GlAxis
* @see GlBezierCurve
* @see GlBox
* @see GlCatmullRomCurve
* @see GlCircle
* @see GlComplexPolygon
* @see GlGrid
* @see GlHexagon
* @see GlLabel
* @see GlSphere
* @see GlPentagon
* @see GlTriangle
* @see GlOpenUniformCubicBSpline
*
* To GlSimpleEntity manipulation :
* @see GlLayer
* @see GlScene
*/
class TLP_GL_SCOPE GlSimpleEntity : public GlEntity {
public:
/**
* @brief Constructor
*/
GlSimpleEntity():visible(true),stencil(0xFFFF) {}
/**
* @brief Destructor
*/
virtual ~GlSimpleEntity();
/**
* @brief Set if entity is visible
*/
virtual void setVisible(bool visible);
/**
* @brief Return if entity is visible
*/
bool isVisible() const {
return visible;
}
/**
* @brief Set stencil number of the entity
*
* Stencil is an OpenGl system to ensure that other entity can't be displayed above this entity; it's a "guaranted visibility" system.
* A small number causes a guaranted visibility
* Default value in Tulip is 0xFFFF (greater integer)
* And when we have stencil on entity value is 0x2
*/
virtual void setStencil(int stencil) {
this->stencil=stencil;
}
/**
* @brief Return stencil number of entity
*
* @see setStencil()
*/
int getStencil() {
return stencil;
}
/**
* @brief Draw function
*
* @warning You don't have to call this function, the Tulip OpenGL engine call it.
*/
virtual void draw(float lod,Camera* camera) = 0;
/**
* @brief Return the entity boundingbox
*
* @warning You don't have to call this function, the Tulip OpenGL engine call it.
*/
virtual BoundingBox getBoundingBox() {
return boundingBox;
}
/**
* @brief Save the entity in outString (in XML format)
*
* @warning You don't have to call this function, the Tulip OpenGL engine call it.
*/
virtual void getXML(std::string &outString) =0;
/**
* @brief Load entity with inString (in XML format)
*
* @warning You don't have to call this function, the Tulip OpenGL engine call it.
*/
virtual void setWithXML(const std::string &inString, unsigned int ¤tPosition) =0;
///@cond DOXYGEN_HIDDEN
/**
* @brief Accept visitor function
*/
virtual void acceptVisitor(GlSceneVisitor *visitor) {
visitor->visit(this);
}
/**
* Add a parent to this entity
*/
void addParent(GlComposite *composite);
/**
* remove a parent to this entity
*/
void removeParent(GlComposite *composite);
/**
* @brief Return properties names for this entity
* These properties names are used to dynamically configure the entity
* for example these function can be used by Mouse information interactor
* If you create a class that inherits of GlSimpleEntity : you can reimplement this function to return your properties names
* for example : return QStringList() << "fillColor" << "outlineColor";
* @return QList of properties names
*/
virtual QStringList propertiesNames() const;
/**
* @brief Return properties (in QVariant format) for this entity
* These properties QVariant are used to dynamically configure the entity
* for example these function can be used by Mouse information interactor
* If you create a class that inherits of GlSimpleEntity : you can reimplement this function to return your properties
* for example : return QVariantList() << QVariant::fromValue<Color>(getFillColor()) << QVariant::fromValue<Color>(getOutlineColor());
* @return QList of properties (in QVariant format)
*/
virtual QVariantList propertiesQVariant() const;
/**
* @brief Set value for a property previously returned by propertiesNames() and properties() functions
* This function is call when we want to set value of a property
* this parameter is returned in list by propertiesNames() and properties funtions
* If you create a class that inherits of GlSimpleEntity : you can reimplement this function to set your properties
* For example :
* if(name=="fillColor")
* setFillColor(value.value<Color>());
* else if(name=="outlineColor")
* setOutlineColor(value.value<Color>());
*/
virtual void setProperty(const QString &name, const QVariant &value);
/**
* virtual fucntion : Translate entity of vector translation
*/
virtual void translate(const Coord &) {}
GlComposite* getParent() const {
if (parents.empty())
return NULL;
return parents[0];
}
///@endcond
protected:
bool visible;
int stencil;
BoundingBox boundingBox;
std::vector<GlComposite*> parents;
};
}
#endif // Tulip_GLSIMPLEENTITY_H
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