/usr/include/kgamerendererclient.h is in libkdegames-dev 4:4.13.0-0ubuntu1.
This file is owned by root:root, with mode 0o644.
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* Copyright 2010 Stefan Majewsky <majewsky@gmx.net> *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU Library General Public License *
* version 2 as published by the Free Software Foundation *
* *
* 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 Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. *
***************************************************************************/
#ifndef KGAMERENDERERCLIENT_H
#define KGAMERENDERERCLIENT_H
#include <QtGui/QPixmap>
#include <libkdegames_export.h>
class KGameRendererClientPrivate;
class KGameRenderer;
class KGameRendererPrivate;
#ifndef KDEGAMES_QCOLOR_QHASH
# define KDEGAMES_QCOLOR_QHASH
inline uint qHash(const QColor& color)
{
return color.rgba();
}
#endif // KDEGAMES_QCOLOR_QHASH
/**
* @class KGameRendererClient kgamerendererclient.h <KGameRendererClient>
* @since 4.6
* @short An object that receives pixmaps from a KGameRenderer.
*
* This class abstracts a sprite rendered by KGameRenderer. Given a sprite key,
* render size and possibly a frame index, it returns the QPixmap for this
* sprite (frame) once it becomes available. See the KGameRenderer class
* documentation for details.
*
* Subclasses have to reimplement the receivePixmap() method.
*/
class KDEGAMES_EXPORT KGameRendererClient
{
public:
///Creates a new client which receives pixmaps for the sprite with the
///given @a spriteKey as provided by the given @a renderer.
KGameRendererClient(KGameRenderer* renderer, const QString& spriteKey);
virtual ~KGameRendererClient();
///@return the renderer used by this client
KGameRenderer* renderer() const;
///@return the frame count, or 0 for non-animated sprites, or -1 if the
///sprite does not exist at all
///@see KGameRenderer::frameCount()
int frameCount() const;
///@return the key of the sprite currently rendered by this client
QString spriteKey() const;
///Defines the key of the sprite which is rendered by this client.
void setSpriteKey(const QString& spriteKey);
///@return the current frame number, or -1 for non-animated sprites
int frame() const;
///For animated sprites, render another frame. The given frame number is
///normalized by taking the modulo of the frame count, so the following
///code works fine:
///@code
/// class MyClient : public KGameRendererClient { ... }
/// MyClient client;
/// client.setFrame(client.frame() + 1); //cycle to next frame
/// client.setFrame(KRandom::random()); //choose a random frame
///@endcode
void setFrame(int frame);
///@return the size of the pixmap requested from KGameRenderer
QSize renderSize() const;
///Defines the size of the pixmap that will be requested from
///KGameRenderer. For pixmaps rendered on the screen, you usually want
///to set this size such that the pixmap does not have to be scaled when
///it is rendered onto your primary view (for speed reasons).
///
///The default render size is very small (width = height = 3 pixels), so
///that you notice when you forget to set this. ;-)
void setRenderSize(const QSize& renderSize);
///@return the custom color replacements for this client
QHash<QColor, QColor> customColors() const;
///Defines the custom color replacements for this client. That is, for
///each entry in this has, the key color will be replaced by its value
///if it is encountered in the sprite.
///
///@note Custom colors increase the rendering time considerably, so use
/// this feature only if you really need its flexibility.
void setCustomColors(const QHash<QColor, QColor>& customColors);
protected:
///This method is called when the KGameRenderer has provided a new
///pixmap for this client (esp. after theme changes and after calls to
///setFrame(), setRenderSize() and setSpriteKey()).
virtual void receivePixmap(const QPixmap& pixmap) = 0;
private:
friend class KGameRendererClientPrivate;
friend class KGameRenderer;
friend class KGameRendererPrivate;
KGameRendererClientPrivate* const d;
};
#endif // KGAMERENDERERCLIENT_H
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