/usr/include/tulip/GlLayer.h is in libtulip-dev 4.6.0dfsg-2+b5.
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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
*
* 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_GLLAYER_H
#define Tulip_GLLAYER_H
#include <tulip/tulipconf.h>
#include <tulip/GlComposite.h>
namespace tlp {
class Graph;
class GlScene;
class GlSceneVisitor;
class GlGraphComposite;
/**
* @ingroup OpenGL
* @brief A GlLayer is like an 2D drawing software layer system
*
* A layer is an entity with a Camera and a GlComposite to store GlEntity
* Layers are used with GlScene : you can add a layer to a scene and a scene can have many layers
* @see Camera
* @see GlComposite
* @see GlSimpleEntity
* @see GlScene
*
*
* You have two constructor for GlLayer : one with a camera pointer and one without
* The constructor without camera pointer create a layer with a new camera and delete this camera at the destruction
* The constructor with camera pointer create a layer and use the camera pointer but you have the responsibility of camera destruction
*
* After you have created a layer, you can populate the layer with GlEntity and addGlEntity() functions
*/
class TLP_GL_SCOPE GlLayer {
public:
/**
* @brief Layer constructor : construct a layer with his name
* A new camera is created for this layer and this camera will be deleted in the GlLayer destructor
* @param name layer name
* @param workingLayer a working layer is not displayed on overview
*/
GlLayer(const std::string& name,bool workingLayer=false);
/**
* @brief Layer constructor : construct a layer with his name and use the camera : camera
* You have the responsibility of camera destruction
* @param name layer name
* @param camera camera to use in this layer
* @param workingLayer a working layer is not displayed on overview
*/
GlLayer(const std::string& name,Camera *camera,bool workingLayer=false);
/**
* @brief Destructor
*/
~GlLayer();
/**
* @brief Return the scene where the layer is
*/
GlScene *getScene() {
return scene;
}
/**
* @brief Return the layer's name
*/
std::string getName() {
return name;
}
/**
* @brief Set the layer's camera
* GlLayer now use a copy of the camera parameters
*/
void setCamera(Camera* camera);
/**
* Set the layer's camera
* GlLayer now use camera parameters and you have the resposibility of camera destruction
*/
void setSharedCamera(Camera *camera);
/**
* @brief Replace the layer's camera with a new 2D one
*/
void set2DMode();
/**
* @brief Return the layer's camera
*/
Camera &getCamera() {
return *camera;
}
/**
* @brief Set if the layer is visible
*/
void setVisible(bool visible);
/**
* @brief Return if the layer is visible
*/
bool isVisible() {
return composite.isVisible();
}
/**
* @brief Add an entity to GlComposite of the layer
*/
void addGlEntity(GlSimpleEntity *entity,const std::string& name);
/**
* @brief A Convienience function that adds a graph to the layer
*
* This method will automatically create a GlGraphComposite entity and add it to the layer.
*/
void addGraph(tlp::Graph* graph, const std::string& name);
/**
* @brief Remove entity with name : key
* This entity is not deleted
*/
void deleteGlEntity(const std::string &key);
/**
* @brief Remove entity
* This entity is not deleted
*/
void deleteGlEntity(GlSimpleEntity *entity);
/**
* @brief Return entity with name : key
*/
GlSimpleEntity* findGlEntity(const std::string &key);
/**
* @brief Return the map of layer's entities
*/
const std::map<std::string, GlSimpleEntity*> &getGlEntities() const;
/**
* @brief Return the GlComposite used by the layer
* A GlLayer is only a container of a camera and a composite, so to manipulate GlEntity on this layer you can get the GlComposite and add/remove entities on this composite
*/
GlComposite *getComposite() {
return &composite;
}
/**
* @brief Remove all entities of the layer
* Entities are not deleted so before call this function you have to get the entities list and you have the responsibility of entities destruction
*/
void clear() {
composite.reset(false);
}
/**
* @brief Return if this layer is a working layer
* A working layer is not displayed on overview
*/
bool isAWorkingLayer() {
return workingLayer;
}
/**
* @brief Return if this layer use a shared camera
* A shared camera is a camera used by more than one Layer, so if this layer use a shared camera we don't have to delete it when the layer is destroyed
*/
bool useSharedCamera() {
return sharedCamera;
}
/**
* Get XML description of the layer and children and store it in out string
*/
void getXML(std::string &outString);
/**
* @brief Get XML description of cameras of the layer and store it in out string
*/
void getXMLOnlyForCameras(std::string &outString);
/**
* @brief Function to set data with inString (in XML format)
*/
void setWithXML(const std::string &inString, unsigned int ¤tPosition);
///@cond DOXYGEN_HIDDEN
/**
* This function is automaticaly call when a GlGraphComposite is added in this layer
* You don't have to call this function
*/
void glGraphCompositeAdded(GlGraphComposite *composite);
/**
* This function is automaticaly call when a GlGraphComposite is removed in this layer
* You don't have to call this function
*/
void glGraphCompositeRemoved(GlGraphComposite *composite);
/**
* function used by visitors to visit this layer
*/
void acceptVisitor(GlSceneVisitor *visitor);
///@endcond
protected :
/**
* Set the scene where the layer is
*/
void setScene(GlScene *scene);
private:
std::string name;
GlComposite composite;
GlScene *scene;
Camera *camera;
bool sharedCamera;
bool workingLayer;
friend class GlScene;
};
}
#endif // Tulip_GLLAYER_H
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