This file is indexed.

/usr/include/ClanLib-1.0/ClanLib/Display/sprite.h is in libclanlib-dev 1.0~svn3827-7.

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
/*
**  ClanLib SDK
**  Copyright (c) 1997-2005 The ClanLib Team
**
**  This software is provided 'as-is', without any express or implied
**  warranty.  In no event will the authors be held liable for any damages
**  arising from the use of this software.
**
**  Permission is granted to anyone to use this software for any purpose,
**  including commercial applications, and to alter it and redistribute it
**  freely, subject to the following restrictions:
**
**  1. The origin of this software must not be misrepresented; you must not
**     claim that you wrote the original software. If you use this software
**     in a product, an acknowledgment in the product documentation would be
**     appreciated but is not required.
**  2. Altered source versions must be plainly marked as such, and must not be
**     misrepresented as being the original software.
**  3. This notice may not be removed or altered from any source distribution.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Magnus Norddahl
**    (if your name is missing here, please add it)
*/

//! clanDisplay="Sprites"
//! header=display.h

#ifndef header_sprite
#define header_sprite

#ifdef CL_API_DLL
#ifdef CL_DISPLAY_EXPORT
#define CL_API_DISPLAY __declspec(dllexport)
#else
#define CL_API_DISPLAY __declspec(dllimport)
#endif
#else
#define CL_API_DISPLAY
#endif

#if _MSC_VER > 1000
#pragma once
#endif

#include "surface.h"
#include "blend_func.h"
#include "../Core/Math/origin.h"

#include "../Core/Math/size.h"
#include "../Core/Math/rect.h"
#include "../Core/Resources/resource.h"

class CL_ResourceManager;
class CL_SpriteDescription;
class CL_Sprite_Generic;
class CL_GraphicContext;

//: This class handles displaying sprites on the screen. 
//- !group=Display/Sprites!
//- !header=display.h!
//- <p>There are two overviews describing the sprite system in ClanLib.
//- The <a href="../../Overview/sprites_overview.html">sprites overview</a>, and the
//- <a href="../../Overview/sprites_resources.html">sprites resources overview.</a></p>
class CL_API_DISPLAY CL_Sprite
{ 
//! Enums:
public:
	enum ShowOnFinish
	{
		show_blank, show_last_frame, show_first_frame
	};
	
//! Construction:
public:
	//: Constructs a sprite.
	//param resource_id: Resource name of a sprite resource.
	//param manager: Resource manager used to load resource.
	//param sprite_description: Sprite description used to construct sprite.
	//param pack_texture: If true, will try to pack sprite into as few textures as possible.
	CL_Sprite(
		const std::string &resource_id,
		CL_ResourceManager *manager);

	CL_Sprite(const CL_SpriteDescription &sprite_description, bool pack_texture = true);

	CL_Sprite(const CL_SpriteDescription &sprite_description, bool pack_texture, unsigned int min_width, unsigned int min_height);

	CL_Sprite(const CL_Sprite &sprite);

	CL_Sprite();

	virtual ~CL_Sprite();

//! Attributes:
public:
	//: Returns current angle in degrees.
	float get_angle() const;

	//: Returns the current rotational yaw angle in degrees.
	float get_angle_yaw() const;

	//: Returns the current rotational pitch angle in degrees.
	float get_angle_pitch() const;

	//: Returns the base angle in degrees - angle added to any rotation set with set_rotate() or rotate().
	float get_base_angle() const;

	//: Returns scale for x and y.
	//- <p> 1.0f is normal scale, 2.0f is twice the size, etc. </p>
	void get_scale(float &x, float &y) const;

	//: Returns current alpha.
	//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
	float get_alpha() const;

	//: Returns current color.
	//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
	void get_color(float &red, float &green, float &blue, float &alpha) const;
	CL_Color get_color() const {float r,g,b,a; get_color(r,g,b,a); return CL_Color(int(r*255.0f),int(g*255.0f),int(b*255.0f),int(a*255.0f));}

	//: Returns blending functions.
	void get_blend_func(CL_BlendFunc &src, CL_BlendFunc &dest) const;

	//: Returns translation hotspot.
	void get_alignment(CL_Origin &origin, int &x, int &y) const;

	//: Returns rotation hotspot.
	void get_rotation_hotspot(CL_Origin &origin, int &x, int &y) const;

	//: Returns current frame in animation. 0 is first frame.
	int get_current_frame() const;

	//: Returns number of frames in animation.
	int get_frame_count() const;

	//: Returns the delay of a frame. 0 is first frame.
	float get_frame_delay(int frame) const;

	//: Returns the translation offset of a frame. 0 is first frame.
	CL_Point get_frame_offset(int frame) const;
	
	//: Returns the size of a frame. 0 is first frame.
	CL_Size get_frame_size(int frame) const;

	//: Return the width of the current frame, shortcut for
	//: 'get_frame_size(get_current_frame()).width'
	int get_width() const;

	//: Return the height of the current frame, shortcut for
	//: 'get_frame_size(get_current_frame()).height'
	int get_height() const;

	//: Returns the surface of a frame. 0 is first frame.
	//- <p> Returns an empty surface if frame is invalid. </p>
	CL_Surface get_frame_surface(int frame) const;

	//: Returns the surface of a frame and its position. 0 is first frame.
	//- <p> Returns an empty surface if frame is invalid. </p>
	CL_Surface get_frame_surface(int frame, CL_Rect &surface_rect) const;

	//: Returns a CL_PixelBuffer with the same dimensions
	//: as this sprite.
	//- <p> Returns an empty pixelbuffer if frame is invalid. </p>
	CL_PixelBuffer get_frame_pixeldata(int frame) const;

	//: Returns the attached id (if exists).
	int get_id() const;
	
	//: Returns true if this is an unattached sprite.
	bool is_null() const;
	
	//: Returns true if animation is played in loop (more than once).
	bool is_play_loop() const;

	//: Returns true if animation is played in from right to left (starts at end).
	bool is_play_backward() const;

	//: Returns true if animation is played in ping-pong mode.
	bool is_play_pingpong() const;

	//: Returns an enum for what is shown when the animation is finished.
	//- <p> If show_blank is returned, nothing is shown when animation is done. </p>
	ShowOnFinish get_show_on_finish() const;

	//: Returns true if animation is finished.
	//- <p> When an animation is finished, it will no longer show, unless ShowLastFrame is set
	//- to anything other than show_blank </p>
	bool is_finished() const;

	//: Returns true if animation has looped in the last update cycle
	bool is_looping() const;

	//: Resource owning this sprite, if any.
	CL_Resource resource;

//! Operations:
public:
	//: Copy assignment operator.
	CL_Sprite &operator =(const CL_Sprite &copy);

	//: Return true if the CL_Sprite is valid and useable
	operator bool () const;

	//: Sets the image data from another sprite.
	//- Use this to change the look of your sprite.
	void set_image_data(const CL_Sprite &image_source);
	
	//: Draw sprite on graphic context.
	//param x, y: Anchor position of where to render sprite. Actual rendering position depends on the anchor and the alignment mode.
	//param gc: Graphic context on which to render upon. If null, will use CL_Display's current graphic context.
	//param dest: Rectangle to draw sprite in.
	void draw(
		float x,
		float y,
		CL_GraphicContext *gc = 0);

	void draw(
		const CL_Rect &dest,
		CL_GraphicContext *gc = 0);

	//: sub pixel accuracy versions

	void draw(
		const CL_Rectf &dest,
		CL_GraphicContext *gc = 0);

	void draw(const CL_Surface_DrawParams1 & params1,
		CL_GraphicContext *gc = 0);

	void draw_subpixel(
		float x,
		float y,
		CL_GraphicContext *gc = 0);


	//: Calculate draw information and send it back.  Returns false if sprite isn't currently drawn
	//- This allows you to tweak the settings and call draw() for specific effects.

	bool setup_draw_params(float x, float y, CL_Surface_DrawParams1 & params1, bool sub_pixel_accuracy);
	
	//: Call this function to update the animation.
	//- Returns the time elapsed parameter, the automatic calculated one if you used 0.
	//param time_elapsed: milliseconds since last update. Use 0 for automatic time calculation.
	float update(float time_elapsed = 0);

	//: Set absolute rotation angle in degrees.
	void set_angle(float angle);
	
	//: Set absolute rotation pitch angle in degrees.
	void set_angle_pitch(float angle);
	
	//: Set absolute rotation yaw angle in degrees.
	void set_angle_yaw(float angle);

	//: Add angle in degrees to current angle.
	void rotate(float angle);
	
	//: Add angle in degrees to current pitch angle.
	void rotate_pitch(float angle);
	
	//: Add angle in degrees to current yaw angle.
	void rotate_yaw(float angle);

	//: Sets the base angle in degrees - angle added to any rotation set with set_rotate() or rotate().
	void set_base_angle(float angle);

	//: Set scale for x and y directions individually.
	//- <p> 1.0f is normal scale, 2.0f is twice the size, etc. </p>
	void set_scale(float x, float y);

	//: Sets transparency.
	//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
	void set_alpha(float alpha);

	//: Sets the color.
	//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
	void set_color(float r, float g, float b, float a = 1.0f);
	void set_color(const CL_Color& c) {set_color(float(c.get_red())/255.0f,float(c.get_green())/255.0f,float(c.get_blue())/255.0f,float(c.get_alpha())/255.0f);}

	//: Sets blending functions.
	void set_blend_func(CL_BlendFunc src, CL_BlendFunc dest);

	//: Sets blending functions.
	void set_blend_func_separate(CL_BlendFunc src, CL_BlendFunc dest,
                                     CL_BlendFunc src_alpha, CL_BlendFunc dest_alpha);

	//: Sets translation hotspot.
	void set_alignment(CL_Origin origin, int x = 0, int y = 0);

	//: Sets rotation hotspot.
	void set_rotation_hotspot(CL_Origin origin, int x = 0, int y = 0);

	//: Sets current animation frame. 0 is first frame.
	//: It will cap to available range.
	void set_frame(unsigned int frame);

	//: Sets the delay of a specific frame. 0 is first frame.
	void set_frame_delay(int frame, float delay);

	//: Sets the translate offset of a specific frame. 0 is first frame.
	void set_frame_offset(int frame, CL_Point offset);
	
	//: Sets an attached id.
	void set_id(int id);
	
	//: Finish animation.
	//- <p> When an animation is finished, it will no longer show, unless ShowLastFrame is set to anything
	//- other than show_blank </p>
	void finish();

	//: Restart animation.
	void restart();

	//: Set to true if animation should loop, false otherwise.
	void set_play_loop(bool loop = true);

	//: Set to true if animation should loop, false otherwise.
	void set_play_pingpong(bool pingpong = true);

	//: Set to true if animation should go backward (start at end).
	void set_play_backward(bool backward = true);

	//: Set what is shown when the animation is finished.
	void set_show_on_finish(CL_Sprite::ShowOnFinish show_on_finish);

	//: Adds a frame to the animation
	void add_frame(CL_Surface surface, const CL_Rect& rect = CL_Rect(0,0,0,0), float delay = 0.06f, CL_Point offset = CL_Point(0, 0));

//! Signals:
public:
	CL_Signal_v0 &sig_animation_finished();
	
//! Implementation:
private:
	
	CL_Sprite_Generic *impl;

	void createFromDescription(const CL_SpriteDescription &spritedescription, bool pack_texture, unsigned int min_width, unsigned int min_height);
};

#endif