This file is indexed.

/usr/include/ossim/base/ossimConnectableObject.h is in libossim-dev 1.8.16-3+b1.

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
595
596
597
598
599
600
601
//*******************************************************************
// Copyright (C) 2000 ImageLinks Inc. 
//
// License:  See top level LICENSE.txt file.
//
// Author: Garrett Potts
//
// Description:
// 
// Contains class declaration for ossimConnectableObject the base class for
// all connectable objects.
//
//*************************************************************************
// $Id: ossimConnectableObject.h 21852 2012-10-21 20:16:04Z dburken $

#ifndef ossimConnectableObject_HEADER
#define ossimConnectableObject_HEADER 1

#include <ossim/base/ossimConstants.h>
#include <ossim/base/ossimObject.h>
#include <ossim/base/ossimId.h>
#include <ossim/base/ossimConstants.h>
#include <ossim/base/ossimListenerManager.h>
#include <ossim/base/ossimPropertyInterface.h>
#include <ossim/base/ossimRefPtr.h>
#include <vector>

class ossimVisitor;
class ossimConnectableContainer;

class  OSSIMDLLEXPORT  ossimConnectableObject : public ossimObject,
                                                public ossimListenerManager,
                                                public ossimPropertyInterface
{
public:
   typedef std::vector<ossimRefPtr<ossimConnectableObject> > ConnectableObjectList;
   enum ossimConnectableObjectDirectionType
   {
      CONNECTABLE_DIRECTION_NONE   = 0,
      CONNECTABLE_DIRECTION_INPUT  = 1,
      CONNECTABLE_DIRECTION_OUTPUT = 2
   };
   /**
    * Base constructor of this object.
    */
   ossimConnectableObject(ossimObject* owner=0);
   ossimConnectableObject(ossimObject* owner,
                          ossim_int32 inputListSize,
                          ossim_int32 outputListSize,
                          bool inputListIsFixedFlag=true,
                          bool outputListIsFixedFlag=true);

   virtual ~ossimConnectableObject();
   /**
    * All connectable objects will have id's.  This allows us to
    * set the id of this object.
    */
   void setId(const ossimId& id);

   /**
    * Will allow us to get this object's id.
    */
   const ossimId& getId()const;
   
   /**
    * Fetches the current owner, most likely a container but not limited to one.
    */
   const ossimObject* getOwner() const;

   /**
    * Permits changing the object's owner.
    */
   virtual void changeOwner(ossimObject* owner);

   virtual void setDescription(const ossimString& description);
   virtual ossimString getDescription()const;
   
   /**
    * will check the direction specified to see if all slots are full.
    * If any slot is null then false is returned.
    * If a filter requires options testing they
    * need to override this method.  The argument can be ored together. If you
    * want both checked then pass
    * CONNECTABLE_DIRECTION_INPUT | CONNECTABLE_DIRECTION_OUTPUT
    */
   virtual bool isConnected(
      ossimConnectableObjectDirectionType direction = CONNECTABLE_DIRECTION_INPUT)const;


   /*!
    * These methods are now deprecated.  You can achieve the same thing by
    * using the new visitor design pattern.  If this does not achieve exactly
    * what you want then you can derive new rules by overriding the virtual
    * visit method in ossimVisitor
    *
    * <pre>
    *    ossimIdVisitor visitor(id, false, ossimVisitor::VISIT_CHILDREN |
    *    ossimVisitor::VISIT_INPUTS);
    *    connectableObject->accept(visitor);
    *    ossimRefPtr<ossimConnectableObject> object = visitor.getObject();
    * </pre>
    */
   OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findConnectableObject(
                             const ossimId& id));

   /*!
    * These methods are now deprecated.  You can achieve the same thing by
    * using the new visitor design pattern.  If this does not achieve exactly
    * what you want then you can derive new rules by overriding the virtual
    * visit method in ossimVisitor
    *
    * <pre>
    *    ossimTypeIdVisitor visitor(typeId, true, ossimVisitor::VISIT_CHILDREN |
    *    ossimVisitor::VISIT_INPUTS);
    *    connectableObject->accept(visitor);
    *    ossimRefPtr<ossimConnectableObject> object = visitor.getObject();
    * </pre>
    */
   OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findObjectOfType(
                             RTTItypeid typeId,
                             ossimConnectableObjectDirectionType directionType,
                             bool recurse = true));

   /*!
    * These methods are now deprecated.  You can achieve the same thing by
    * using the new visitor design pattern.  If this does not 
    * achieve exactly what you want then you can derive new rules by overriding
    * the virtual visit method in ossimVisitor
    *
    * <pre>
    *    ossimTypeNameVisitor visitor(typeName, true,
    *    ossimVisitor::VISIT_CHILDREN | ossimVisitor::VISIT_INPUTS);
    *    connectableObject->accept(visitor);
    *    ossimRefPtr<ossimConnectableObject> object = visitor.getObject();
    * </pre>
    */
   OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findObjectOfType(
                             const ossimString& obj,
                             ossimConnectableObjectDirectionType directionType,
                             bool recurse = true));
   
   /*!
    * These methods are now deprecated.  You can achieve the same thing by
    * using the new visitor design pattern.  If this does not 
    * achieve exactly what you want then you can derive new rules by overriding
    * the virtual visit method in ossimVisitor
    *
    * <pre>
    *    ossimTypeNameVisitor visitor(typeName, true,
    *    ossimVisitor::VISIT_CHILDREN | ossimVisitor::VISIT_INPUTS);
    *    connectableObject->accept(visitor);
    *    ossimRefPtr<ossimConnectableObject> object = visitor.getObject();
    * </pre>
    */
   OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findInputObjectOfType(
                             const ossimString& className));
   
   /**
    * Return a valid index of the input list if the passed in object
    * is found else return -1.
    */
   virtual ossim_int32 findInputIndex(const ossimConnectableObject* object);

   /**
    * Return a valid index of the input list if the passed id
    * is found else return -1.
    */
   virtual ossim_int32 findInputIndex(const ossimId& id);

   /**
    * Return a valid index of the output list if the passed in object
    * is found else return -1.
    */
   virtual ossim_int32 findOutputIndex(const ossimConnectableObject* object);

   /**
    * Return a valid index of the output list if the passed in object
    * is found else return -1.
    */   
   virtual ossim_int32 findOutputIndex(const ossimId& id);
   
   /**
    * Should return the first available index to connect to.  The
    * connectMyInputTo that just takes another ossimConnectableObject as input
    * and not an index will call this method.  By default this method will find
    * the first open slot (not null) or append o the list if it's dynamic. If
    * the list is dynamic it calls conConnectMyInputTo(index, object) on an
    * index = to listSize.
    */
   virtual ossim_int32 getMyInputIndexToConnectTo(
      ossimConnectableObject* object)const;
   

   /**
    * Should return the first available index to connect to.  The
    * connectMyOutputTo that just takes another ossimConnectableObject as input\
    * and not an index will call this method.  By default this method will find
    * the first open slot (not null) or append to the list if it's dynamic. If
    * the list is dynamic it calls canConnectMyOutputTo(index, object) on an
    * index = to listSize.
    */
   virtual ossim_int32 getMyOutputIndexToConnectTo(
      ossimConnectableObject* object)const;
   
   /**
    * required to be overriden by derived classes
    */
   virtual bool canConnectMyInputTo(
      ossim_int32 myInputIndex, const ossimConnectableObject* object)const=0;
   
   /**
    * default implementation is to allow anyone to connect to us.
    */
   virtual bool canConnectMyOutputTo(ossim_int32 myOutputIndex,
                                     const ossimConnectableObject* object)const;
   
   /**
    * Will disconnect the object passed in.
    */
   virtual void disconnect(ossimConnectableObject* object=0);

   /**
    * Will disconnect the object passed in.
    */
   virtual void disconnect(const ossimId& id);
   
   /**
    * Will disconnect the object at the given input index and generate
    * a connection event.
    */
   virtual ossimRefPtr<ossimConnectableObject> disconnectMyInput(
      ossim_int32 inputIndex,
      bool disconnectOutputFlag=true,
      bool createEventFlag = true);
   
  /**
   * Finds the index of the passed in input and calls
   * disconnectMyInput(inputIndex, disconnectOutputFlag, createEventFlag);
   */
   virtual void disconnectMyInput(ossimConnectableObject* input,
                                  bool disconnectOutputFlag=true,
                                  bool createEventFlag = true);
   /**
    *
    */
   virtual void disconnectMyInputs(
      ConnectableObjectList& inputList,
      bool disconnectOutputFlag=true,
      bool createEventFlag=true);
   
   /**
    * Will disconnect the object at the given output index and generate
    * a connection event.  If there is no object at that index then no
    * event is generated and NULL is returned.  The disconnectOutputFlag
    * says do you want this method to disconnect the output pointer to
    * this object.
    */
   virtual ossimRefPtr<ossimConnectableObject> disconnectMyOutput(
      ossim_int32 outputIndex,
      bool disconnectInputFlag=true,
      bool createEventFlag = true);
   
   /**
    * Will disconnect the output object.  It will get the index of
    * the object and call disconnectMyOutput(index, disconnectOutputFlag).
    */
   virtual void disconnectMyOutput(ossimConnectableObject* output,
                                   bool disconnectInputFlag=true,
                                   bool createEventFlag=true);

   virtual void disconnectMyOutputs(
      ConnectableObjectList& outputList,
      bool disconnectOutputFlag=true,
      bool createEventFlag=true);
   
   /**
    * Will disconnect all of the input objects.
    */
   virtual void disconnectAllInputs();

   /**
    * Will disconnect all of the output objects.
    */
   virtual void disconnectAllOutputs();

   /**
    * Will try to connect this objects input to the passed in object.
    * It will return a valid index >= 0 if successful.  Will use the
    * getMyInputIndexToConnectTo method to implement the connection
    */
   virtual ossim_int32 connectMyInputTo(ossimConnectableObject* inputObject,
                                        bool makeOutputConnection=true,
                                        bool createEventFlag=true);

   /**
    * Will connect the specified input to the passed in object
    */
   virtual ossim_int32 connectMyInputTo(ossim_int32 inputIndex,
                                        ossimConnectableObject* inputObject,
                                        bool makeOutputConnection=true,
                                        bool createEventFlag=true);
   
   virtual bool connectMyInputTo(
      ConnectableObjectList& inputList,
      bool makeOutputConnection=true,
      bool createEventFlag = true);   

   /**
    * Will try to connect this objects output to the passed in object.
    * It will return a valid index >= 0 if successful.  It will in turn call
    * the passed in objects connect input command if makeInputConnection
    * is set to true.
    *
    * Will use the getMyOutputIndexToConnectTo to implement this method
    */
   virtual ossim_int32 connectMyOutputTo(ossimConnectableObject* outputObject,
                                         bool makeInputConnection=true,
                                         bool createEventFlag=true);
   
   virtual bool connectMyOutputTo(
      ConnectableObjectList& outputList,
      bool makeInputConnection=true,
      bool createEventFlag=true);
   
   /**
    * Will disconnect itself from all inputs and reset to the passed in
    * input list.  It will return true if all objects were successfully
    * added.
    */
   virtual bool connectInputList(
      ConnectableObjectList& inputList);
   
   /**
    * Will disconnect itself from all outputs and reset to the passed in
    * output list.  It will return true if all objects were successfully
    * added.
    */
   virtual bool connectOutputList(
      ConnectableObjectList& outputList);
   
   /**
    * Returns the number of input objects.
    */
   virtual ossim_uint32 getNumberOfInputs()const;

   /**
    * Return the number of output objects
    */
   virtual ossim_uint32 getNumberOfOutputs()const;
   
   /**
    * returns the object at the specified index.
    * if the index is not valid then NULL is
    * returned
    */
   ossimConnectableObject* getInput(ossim_uint32 index=0);   

   /**
    * returns the object at the specified index.
    * if the index is not valid then NULL is
    * returned
    */
   const ossimConnectableObject* getInput(ossim_uint32 index=0)const;

   /**
    * returns the object at the specified index.
    * if the index is not valid then NULL is
    * returned
    */
   ossimConnectableObject* getOutput(ossim_uint32 index=0);

   /**
    * returns the object at the specified index.
    * if the index is not valid then NULL is
    * returned
    */
   const ossimConnectableObject* getOutput(ossim_uint32 index=0)const;
   
   /**
    * Will set the number of inputs.  This will expand the list if the number
    * of inputs is larger than the current number of inputs.  Will shrink
    * the list if the current number of inputs is larger than the passed in
    * inputs.
    */
   virtual void setNumberOfInputs(ossim_int32 numberOfInputs);

   virtual bool getInputListIsFixedFlag()const;
   
   virtual bool getOutputListIsFixedFlag()const;

   /**
    * Will set the number of outputs.  This will expand the list if the
    * number of outputs is larger than the current number of outputs.
    * Will shrink the list if the current number of outputs is larger than
    * the passed in outputs.
    */
   virtual void setNumberOfOutputs(ossim_int32 numberOfInputs);
   
   const ConnectableObjectList& getInputList()const;

   const ConnectableObjectList& getOutputList()const;

   ConnectableObjectList& getInputList();

   ConnectableObjectList& getOutputList();

   /*!
    * These methods are now deprecated.  You can achieve the same thing by
    * using the new visitor design pattern.  If this does not achieve exactly
    * what you want then you can derive new rules by overriding the virtual
    * visit method in ossimVisitor
    *
    * <pre>
    *    ossimTypeNameVisitor visitor("<put type name here>",
    *    false, ossimVisitor::VISIT_CHILDREN);
    *    connectableObject->accept(visitor);
    *    ossimCollectionVisitor::List& collection = visitor.getObjects();
    * </pre>
    */
    OSSIM_DEPRECATE_METHOD(virtual void findAllObjectsOfType(
                              ConnectableObjectList& result,
                              const RTTItypeid& typeInfo, bool recurse=true) );
    
   /*!
    * These methods are now deprecated.  You can achieve the same thing by
    * using the new visitor design pattern.  If this does not achieve exactly
    * what you want then you can derive new rules by overriding the virtual
    * visit method in ossimVisitor
    *
    * <pre>
    *    ossimTypeNameVisitor visitor("<put type name here>", false,
    *    ossimVisitor::VISIT_CHILDREN);
    *    connectableObject->accept(visitor);
    *    ossimCollectionVisitor::List& collection = visitor.getObjects();
    * </pre>
    */
   OSSIM_DEPRECATE_METHOD(virtual void findAllObjectsOfType(
                             ConnectableObjectList& result,
                             const ossimString& className,
                             bool recurse=true));

#if 0 /* Deprecated code. Left here until thoroughly debugged. (drb) */
   /*!
    * These methods are now deprecated.  You can achieve the same thing by
    * using the new visitor design pattern.  If this does not 
    * achieve exactly what you want then you can derive new rules by overriding
    * the virtual visit method in ossimVisitor
    *
    * <pre>
    *    ossimTypeIdVisitor visitor(<put type id here>, false,
    *    ossimVisitor::VISIT_CHILDREN | ossimVisitor::VISIT_INPUTS);
    *    connectableObject->accept(visitor);
    *    ossimCollectionVisitor::List& collection = visitor.getObjects();
    * </pre>
    */
   OSSIM_DEPRECATE_METHOD(virtual void findAllInputsOfType(
      ConnectableObjectList& result,
      const RTTItypeid& typeInfo,
      bool propagateToInputs=true,
      bool recurseChildren=false));
   
   /*!
    * These methods are now deprecated.  You can achieve the same thing by
    * using the new visitor design pattern.  If this does not 
    * achieve exactly what you want then you can derive new rules by overriding
    * the virtual visit method in ossimVisitor
    *
    * <pre>
    *    ossimTypeNameVisitor visitor("<put type name here>",
    *    false, ossimVisitor::VISIT_CHILDREN | ossimVisitor::VISIT_INPUTS);
    *    connectableObject->accept(visitor);
    *    ossimCollectionVisitor::List& collection = visitor.getObjects();
    * </pre>
    */
   
   OSSIM_DEPRECATE_METHOD(virtual void findAllInputsOfType(
                             ConnectableObjectList& result,
                             const ossimString& className,
                             bool propagateToInputs=true,
                             bool recurseChildren=false));
#endif  /* deprecated code. (drb) */

   virtual void propagateEventToOutputs(ossimEvent& event);
   virtual void propagateEventToInputs(ossimEvent& event);

   /* ------------------- PROPERTY INTERFACE -------------------- */
   virtual void setProperty(ossimRefPtr<ossimProperty> property);
   virtual void setProperty(const ossimString& name, const ossimString& value);
   virtual ossimRefPtr<ossimProperty> getProperty(const ossimString& name)const;
   virtual void getPropertyNames(std::vector<ossimString>& propertyNames)const;
   /* ------------------ PROPERTY INTERFACE END ------------------- */

   
   virtual bool loadState(const ossimKeywordlist& kwl,
                          const char* prefix = 0);
   
   virtual bool saveState(ossimKeywordlist& kwl,
                          const char* prefix = 0)const;

   /**
    * Save the state of all inputs to a keyword list.  This will do a
    * recursive call through all inputs and save their state to a
    * keyword list.
    *
    * @param kwl Keyword list to save state to.
    *
    * @param saveThisStateFlag If the true the state of this object will be
    * saved as well as all inputs. Default = true.
    *
    * @param  objectIndex Index to be used for prefix.  So if
    * objectIndex = 1, the first object will have a prefix of: "object1."
    * Default = 1.
    *
    * @param prefix Prefix to tack onto keyword.  If prefix = "myChain." and
    * objectIndex = 1, then the first keyword would be
    * "myChain.object1.some_keyword".
    *
    * @return Returns the next object index.  This is the last index used
    * plus one.  Used internally to keep track of index to use for prefix.
    */
   virtual ossim_uint32 saveStateOfAllInputs(ossimKeywordlist& kwl,
                                             bool saveThisStateFlag=true,
                                             ossim_uint32 objectIndex=1,
                                             const char* prefix=0) const;

   /**
    * Inserts this object and all of its children and inputs into the container
    * provided.
    * @return Returns TRUE if successful.
    */
   virtual bool fillContainer(ossimConnectableContainer& container);

   /**
    * Moves the input connection matching id up one in the connection list.
    * @param id The id to move.
    * @return true if action was performed, false if not.
    */
   bool moveInputUp(const ossimId& id);

   /**
    * Moves the input connection matching id down one in the connection list.
    * @param id The id to move.
    * @return true if action was performed, false if not.
    */
   bool moveInputDown(const ossimId& id);

   /**
    * Moves the input connection matching id to the top of the connection list.
    * @param id The id to move.
    * @return true if action was performed, false if not.
    */   
   bool moveInputToTop(const ossimId& id);

   /**
    * Moves the input connection matching id to the bottom of the connection
    * list.
    * @param id The id to move.
    * @return true if action was performed, false if not.
    */     
   bool moveInputToBottom(const ossimId& id);
   
   /**
    * We will add a visitor interface for all connectable objects.
    */
   virtual void accept(ossimVisitor& visitor);
   
protected:

   ossimConnectableObject* findObjectOfType(
      ConnectableObjectList* connectableList,
      ossimVisitor& visitor );
   
   ossimId      theId;
   ossimString  theDescription;
   ossimObject* theOwner;

   /**
    * Indicates whether the theInputObjectList is fixed
    */
   bool theInputListIsFixedFlag;

   /**
    * Indicates whether the theOutputObjectList is fixed
    */
   bool theOutputListIsFixedFlag;
   
   /**
    * Holds a list of input objects.
    */
   ConnectableObjectList theInputObjectList;
   
   /**
    * Holds a list of output objects.
    */
   ConnectableObjectList theOutputObjectList;

private:
TYPE_DATA
};

#endif /* #ifndef ossimConnectableObject_HEADER */