This file is indexed.

/usr/include/cegui-0.8.4/CEGUI/AnimationInstance.h is in libcegui-mk2-dev 0.8.4+dfsg-4ubuntu1.

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
/***********************************************************************
    created:    7/8/2010
    author:     Martin Preisler

    purpose:    Defines the interface for the AnimationInstance class
*************************************************************************/
/***************************************************************************
 *   Copyright (C) 2004 - 2010 Paul D Turner & The CEGUI Development Team
 *
 *   Permission is hereby granted, free of charge, to any person obtaining
 *   a copy of this software and associated documentation files (the
 *   "Software"), to deal in the Software without restriction, including
 *   without limitation the rights to use, copy, modify, merge, publish,
 *   distribute, sublicense, and/or sell copies of the Software, and to
 *   permit persons to whom the Software is furnished to do so, subject to
 *   the following conditions:
 *
 *   The above copyright notice and this permission notice shall be
 *   included in all copies or substantial portions of the Software.
 *
 *   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 *   EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 *   MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 *   IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
 *   OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
 *   ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 *   OTHER DEALINGS IN THE SOFTWARE.
 ***************************************************************************/
#ifndef _CEGUIAnimationInstance_h_
#define _CEGUIAnimationInstance_h_

#include "CEGUI/EventArgs.h"
#include "CEGUI/Event.h"
#include <map>
#include <vector>

#if defined(_MSC_VER)
#   pragma warning(push)
#   pragma warning(disable : 4251)
#endif

// Start of CEGUI namespace section
namespace CEGUI
{

/*!
\brief
    EventArgs based class that holds information about which animation instnace
    fired given event.
*/
class CEGUIEXPORT AnimationEventArgs : public EventArgs
{
public:
    AnimationEventArgs(AnimationInstance* inst) : instance(inst) {}
    //! pointer to a AnimationInstance object of relevance to the event.
    AnimationInstance* instance;
};

/*!
\brief
    Defines an 'animation instance' class

    Animation classes hold definition of the animation. Whilst this class holds
    data needed to use the animation definition - target PropertySet, event
    receiver, animation position, ...

    You have to define animation first and then instantiate it via
    AnimationManager::instantiateAnimation

\see
    Animation
*/
class CEGUIEXPORT AnimationInstance :
    public AllocatedObject<AnimationInstance>
{
public:
    //! Namespace for animation instance events
    //! these are fired on event receiver, not this animation instance!
    static const String EventNamespace;

    //! fired when animation instance starts
    static const String EventAnimationStarted;
    //! fired when animation instance stops
    static const String EventAnimationStopped;
    //! fired when animation instance pauses
    static const String EventAnimationPaused;
    //! fired when animation instance unpauses
    static const String EventAnimationUnpaused;
    //! fired when animation instance ends
    static const String EventAnimationEnded;
    //! fired when animation instance loops
    static const String EventAnimationLooped;

    //! internal constructor, please use AnimationManager::instantiateAnimation
    AnimationInstance(Animation* definition);

    /** internal destructor, please use
     * AnimationManager::destroyAnimationInstance
     */
    ~AnimationInstance(void);

    /*!
    \brief
        Retrieves the animation definition that is used in this instance
    */
    Animation* getDefinition() const;

    /*!
    \brief
        Sets the target property set - this class will get it's properties
        affected by the Affectors!
    */
    void setTarget(PropertySet* target);

    /*!
    \brief
        Retrieves the target property set
    */
    PropertySet* getTarget() const;

    /*!
    \brief
        Sets event receiver - this class will receive events when something
        happens to the playback of this animation - it starts, stops, pauses,
        unpauses, ends and loops
    */
    void setEventReceiver(EventSet* receiver);

    /*!
    \brief
        Retrieves the event receiver
    */
    EventSet* getEventReceiver() const;

    /*!
    \brief
        Sets event sender - this class will send events and can affect this
        animation instance if there are any auto subscriptions defined in the
        animation definition
    */
    void setEventSender(EventSet* sender);

    /*!
    \brief
        Retrieves the event sender
    */
    EventSet* getEventSender() const;

    /*!
    \brief
        Helper method, sets given window as target property set, event receiver
        and event set
    */
    void setTargetWindow(Window* target);

    /*!
    \brief
        Sets playback position. Has to be higher or equal to 0.0 and lower or
        equal to Animation definition's duration.
    */
    void setPosition(float position);

    /*!
    \brief
        Retrieves current playback position
    */
    float getPosition() const;

    /*!
    \brief
        Sets playback speed - you can speed up / slow down individual instances
        of the same animation. 1.0 means normal playback.
    */
    void setSpeed(float speed);

    /*!
    \brief
        Retrieves current playback speed
    */
    float getSpeed() const;

    /*!
    \brief
        Controls whether the next time step is skipped
    */
    void setSkipNextStep(bool skip);

    /*!
    \brief
        Returns true if the next step is *going* to be skipped

    \par
        If it was skipped already, this returns false as step resets
        it to false after it skips one step.
    */
    bool getSkipNextStep() const;

    /*!
    \brief
        Sets the max delta before step skipping occurs

    \param
        maxDelta delta in seconds, if this value is reached, the step is skipped
                 (use -1.0f if you never want to skip - this is the default)

    \par
        If you want to ensure your animation is not skipped entirely after layouts
        are loaded or other time consuming operations are done, use this method.

        For example setMaxStepDeltaSkip(1.0f / 25.0f) ensures that if FPS drops
        below 25, the animation just stops progressing and waits till FPS raises.
    */
    void setMaxStepDeltaSkip(float maxDelta);

    /*!
    \brief
        Gets the max delta before step skipping occurs
    */
    float getMaxStepDeltaSkip() const;

    /*!
    \brief
        Sets the max delta before step clamping occurs

    \param
        maxDelta delta in seconds, if this value is reached, the step is clamped.
                 (use -1.0f if you never want to clamp - this is the default)

    \par
        If you want to ensure the animation steps at most 1.0 / 60.0 seconds at a timem
        you should call setMaxStepDeltaClamp(1.0f / 60.0f). This essentially slows
        the animation down in case the FPS drops below 60.
    */
    void setMaxStepDeltaClamp(float maxDelta);

    /*!
    \brief
        Gets the max delta before step clamping occurs
    */
    float getMaxStepDeltaClamp() const;

    /*!
    \brief
        Starts this animation instance - sets position to 0.0 and unpauses

    \param
        skipNextStep if true the next injected time pulse is skipped

    \par
        This also causes base values to be purged!
    */
    void start(bool skipNextStep = true);

    /*!
    \brief
        Stops this animation instance - sets position to 0.0 and pauses
    */
    void stop();

    /*!
    \brief
        Pauses this animation instance - stops it from stepping forward
    */
    void pause();

    /*!
    \brief
       Unpauses this animation instance - allows it to step forward again

    \param
        skipNextStep if true the next injected time pulse is skipped
    */
    void unpause(bool skipNextStep = true);

    /*!
    \brief
       Pauses the animation if it's running and unpauses it if it isn't

       \param
        skipNextStep if true the next injected time pulse is skipped
                       (only applies when unpausing!)
    */
    void togglePause(bool skipNextStep = true);

    /*!
    \brief
        Returns true if this animation instance is currently unpaused,
        if it is stepping forward.
    */
    bool isRunning() const;

    /*!
    \brief
    	Controls whether auto stepping is enabled

    \par
    	If auto stepping is enabled, CEGUI will step this animation instance forward
    	whenever CEGUI::System::injectTimePulse is called
     */
    void setAutoSteppingEnabled(bool enabled);

    /*!
    \brief
    	Checks whether auto stepping is enabled
    */
    bool isAutoSteppingEnabled() const;

    /*!
    \brief
        Steps the animation forward by the given delta

    \par
    	You don't need to call this unless AutoStepping is disabled (it is enabled by default)
    */
    void step(float delta);

    /*!
    \brief
        handler that starts the animation instance
    */
    bool handleStart(const CEGUI::EventArgs& e);

    /*!
    \brief
        handler that stops the animation instance
    */
    bool handleStop(const CEGUI::EventArgs& e);

    /*!
    \brief
        handler that pauses the animation instance
    */
    bool handlePause(const CEGUI::EventArgs& e);

    /*!
    \brief
        handler that unpauses the animation instance
    */
    bool handleUnpause(const CEGUI::EventArgs& e);

    /*!
    \brief
        handler that toggles pause on this animation instance
    */
    bool handleTogglePause(const CEGUI::EventArgs& e);

    /*!
    \brief
        Internal method, saves given property (called before it's affected)
    */
    void savePropertyValue(const String& propertyName);

    /** this purges all saved values forcing this class to gather new ones fresh
     * from the properties
     */
    void purgeSavedPropertyValues(void);

    /** retrieves saved value, if it isn't cached already, it retrieves it fresh
     * from the properties
     */
    const String& getSavedPropertyValue(const String& propertyName);

    /*!
    \brief
        Internal method, adds reference to created auto connection

    \par
        DO NOT USE THIS DIRECTLY
    */
    void addAutoConnection(Event::Connection conn);

    /*!
    \brief
        Internal method, unsubscribes auto connections

    \par
        DO NOT USE THIS DIRECTLY
    */
    void unsubscribeAutoConnections();

    /*!
    \brief
    	Applies this animation instance

    \par
    	You should not need to use this directly unless your requirements are very special.
    	CEGUI calls this automatically in most cases.
	*/
    void apply();

private:
    //! this is called when animation starts
    void onAnimationStarted();
    //! this is called when animation stops
    void onAnimationStopped();
    //! this is called when animation pauses
    void onAnimationPaused();
    //! this is called when animation unpauses
    void onAnimationUnpaused();

    //! this is called when animation ends
    void onAnimationEnded();
    //! this is called when animation loops (in RM_Loop or RM_Bounce mode)
    void onAnimationLooped();

    //! parent Animation definition
    Animation* d_definition;

    //! target property set, properties of this are affected by Affectors
    PropertySet* d_target;
    //! event receiver, receives events about this animation instance
    EventSet* d_eventReceiver;
    /** event sender, sends events and can control this animation instance if
     * there are any auto subscriptions
     */
    EventSet* d_eventSender;

    /** position of this animation instance,
     * should always be higher or equal to 0.0 and lower or equal to duration of
     * animation definition
     */
    float d_position;
    //! playback speed, 1.0 means normal playback
    float d_speed;
    //! needed for RM_Bounce mode, if true, we bounce backwards
    bool d_bounceBackwards;
    //! true if this animation is unpaused
    bool d_running;
    //! skip next update (true if the next update should be skipped entirely)
    bool d_skipNextStep;
    //! skip the update if the step is larger than this value
    float d_maxStepDeltaSkip;
    //! always clamp step delta to this value
    float d_maxStepDeltaClamp;
    //! true if auto stepping is enabled
    bool d_autoSteppingEnabled;

    typedef std::map<String, String, std::less<String>
        CEGUI_MAP_ALLOC(String, String)> PropertyValueMap;
    /** cached saved values, used for relative application method
     *  and keyframe property source, see Affector and KeyFrame classes
     */
    PropertyValueMap d_savedPropertyValues;

    typedef std::vector<Event::Connection
        CEGUI_VECTOR_ALLOC(Event::Connection)> ConnectionTracker;
    //! tracks auto event connections we make.
    ConnectionTracker d_autoConnections;
};

} // End of  CEGUI namespace section

#if defined(_MSC_VER)
#   pragma warning(pop)
#endif

#endif  // end of guard _CEGUIAnimationInstance_h_