/usr/include/gnash/asobj/CharacterProxy.h is in gnash-dev 0.8.11~git20160109-1build1.
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 | // CharacterProxy.h - rebindable DisplayObject reference, for Gnash
//
// Copyright (C) 2005, 2006, 2007, 2008, 2009, 2010, 2011, 2012
// Free Software Foundation, Inc
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 3 of the License, or
// (at your option) any later version.
//
// This program 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.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#ifndef GNASH_CHARACTER_PROXY_H
#define GNASH_CHARACTER_PROXY_H
#include <string>
#include "dsodefs.h"
// Forward declarations
namespace gnash {
class DisplayObject;
class movie_root;
}
namespace gnash {
DisplayObject* findDisplayObjectByTarget(const std::string& target,
movie_root& mr);
/// A proxy for DisplayObject pointers.
//
/// The proxy will store a pointer to a DisplayObject until the
/// DisplayObject is destroyed, in which case it will only store the original
/// target path of it and always use that for rebinding when needed.
///
class CharacterProxy
{
public:
/// Construct a CharacterProxy pointing to the given sprite
CharacterProxy(DisplayObject* sp, movie_root& mr)
:
_ptr(sp),
_mr(&mr)
{
checkDangling();
}
/// Construct a copy of the given CharacterProxy
//
/// @param sp
/// The CharacterProxy to make a copy of.
/// NOTE: if the given proxy is dangling, this proxy
/// will also be dangling. If you want to
/// create a non-dangling proxy you can
/// use the constructor taking a DisplayObject
/// as in CharacterProxy newProxy(oldProxy.get())
///
CharacterProxy(const CharacterProxy& sp)
:
_mr(sp._mr)
{
sp.checkDangling();
_ptr = sp._ptr;
if (!_ptr) _tgt = sp._tgt;
}
/// Make this proxy a copy of the given one
//
/// @param sp
/// The CharacterProxy to make a copy of.
/// NOTE: if the given proxy is dangling, this proxy
/// will also be dangling. If you want to
/// create a non-dangling proxy you can
/// use the constructor taking a DisplayObject
/// as in CharacterProxy newProxy(oldProxy.get())
CharacterProxy& operator=(const CharacterProxy& sp)
{
sp.checkDangling();
_ptr = sp._ptr;
if (!_ptr) _tgt = sp._tgt;
_mr = sp._mr;
return *this;
}
/// Get the pointed sprite, either original or rebound
//
/// @return the currently bound sprite, NULL if none
///
DisplayObject* get(bool skipRebinding = false) const
{
if (skipRebinding) return _ptr;
// set _ptr to NULL and _tgt to original target if destroyed
checkDangling();
if (_ptr) return _ptr;
return findDisplayObjectByTarget(_tgt, *_mr);
}
/// Get the sprite target, either current (if not dangling) or
/// bound one.
std::string getTarget() const;
/// Return true if this sprite is dangling
//
/// Dangling means that it doesn't have a pointer to the original
/// sprite anymore, not that it doesn't point to anything.
/// To know if it points to something or not use get(), which will
/// return NULL if it doesn't point to anyhing.
///
bool isDangling() const
{
checkDangling();
return !_ptr;
}
/// \brief
/// Two sprite_proxies are equal if they point to the
/// same sprite
///
bool operator==(const CharacterProxy& sp) const
{
return get() == sp.get();
}
/// Set the original sprite (if any) as reachable
//
/// NOTE: if this value is dangling, we won't keep anything
/// alive.
///
void setReachable() const;
private:
/// If we still have a sprite pointer check if it was destroyed
/// in which case we drop the pointer and only keep the target.
DSOEXPORT void checkDangling() const;
mutable DisplayObject* _ptr;
mutable std::string _tgt;
movie_root* _mr;
};
} // end namespace gnash
#endif // GNASH_CHARACTER_PROXY_H
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