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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>gtkglextmm: shapes.h</title>
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<h1>shapes.h</h1>Geometric object rendering example.<p>
<div class="fragment"><pre class="fragment"><span class="comment">// -*- C++ -*-</span>
<span class="comment">/*</span>
<span class="comment"> * shapes.h:</span>
<span class="comment"> * shapes demo.</span>
<span class="comment"> *</span>
<span class="comment"> * written by Naofumi Yasufuku  &lt;naofumi@users.sourceforge.net&gt;</span>
<span class="comment"> */</span>

<span class="preprocessor">#ifndef _SHAPES_H</span>
<span class="preprocessor"></span><span class="preprocessor">#define _SHAPES_H</span>
<span class="preprocessor"></span>
<span class="preprocessor">#include &lt;gtkmm.h&gt;</span>

<span class="preprocessor">#include &lt;<a class="code" href="gtkglmm_8h.html">gtkglmm.h</a>&gt;</span>


<span class="comment">//</span>
<span class="comment">// Shapes classes.</span>
<span class="comment">//</span>
<span class="comment"></span>
<span class="keyword">namespace </span>Shapes
{

  <span class="keyword">class </span>Scene;

  <span class="comment">//</span>
  <span class="comment">// View class.</span>
  <span class="comment">//</span>

  <span class="keyword">class </span>View : <span class="keyword">public</span> sigc::trackable
  {
    <span class="keyword">friend</span> <span class="keyword">class </span>Scene;

  <span class="keyword">public</span>:
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> NEAR_CLIP;
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> FAR_CLIP;

    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_POS_X;
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_POS_Y;
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_POS_Z;

    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_AXIS_X;
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_AXIS_Y;
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_AXIS_Z;
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_ANGLE;

    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> INIT_SCALE;

    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> SCALE_MAX;
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> SCALE_MIN;

    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> ANIMATE_THRESHOLD;

  <span class="keyword">public</span>:
    View();
    <span class="keyword">virtual</span> ~View();

  <span class="keyword">public</span>:
    <span class="keywordtype">void</span> frustum(<span class="keywordtype">int</span> w, <span class="keywordtype">int</span> h);

    <span class="keywordtype">void</span> xform();

    <span class="keywordtype">void</span> reset();

    <span class="keywordtype">void</span> set_pos(<span class="keywordtype">float</span> x, <span class="keywordtype">float</span> y, <span class="keywordtype">float</span> z)
    { m_Pos[0] = x; m_Pos[1] = y; m_Pos[2] = z; }

    <span class="keywordtype">void</span> set_quat(<span class="keywordtype">float</span> q0, <span class="keywordtype">float</span> q1, <span class="keywordtype">float</span> q2, <span class="keywordtype">float</span> q3)
    { m_Quat[0] = q0; m_Quat[1] = q1; m_Quat[2] = q2; m_Quat[3] = q3; }

    <span class="keywordtype">void</span> set_scale(<span class="keywordtype">float</span> scale)
    { m_Scale = scale; }

    <span class="keywordtype">void</span> enable_animation();

    <span class="keywordtype">void</span> disable_animation();

    <span class="keywordtype">bool</span> is_animate()<span class="keyword"> const</span>
<span class="keyword">    </span>{ <span class="keywordflow">return</span> m_Animate; }

  <span class="keyword">protected</span>:
    <span class="comment">// Signal handlers:</span>
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_button_press_event(GdkEventButton* event, Scene* scene);
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_button_release_event(GdkEventButton* event, Scene* scene);
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_motion_notify_event(GdkEventMotion* event, Scene* scene);

  <span class="keyword">private</span>:
    <span class="keywordtype">float</span> m_Pos[3];
    <span class="keywordtype">float</span> m_Quat[4];
    <span class="keywordtype">float</span> m_Scale;

    <span class="keywordtype">float</span> m_QuatDiff[4];
    <span class="keywordtype">float</span> m_BeginX;
    <span class="keywordtype">float</span> m_BeginY;
    <span class="keywordtype">float</span> m_DX;
    <span class="keywordtype">float</span> m_DY;

    <span class="keywordtype">bool</span> m_Animate;

  };


  <span class="comment">//</span>
  <span class="comment">// Model class.</span>
  <span class="comment">//</span>

  <span class="keyword">class </span>Model
  {
    <span class="keyword">friend</span> <span class="keyword">class </span>Scene;

  <span class="keyword">public</span>:
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> NUM_SHAPES;

    <span class="keyword">enum</span> ShapeType
      {
        CUBE,
        SPHERE,
        CONE,
        TORUS,
        TETRAHEDRON,
        OCTAHEDRON,
        DODECAHEDRON,
        ICOSAHEDRON,
        TEAPOT,
      };

    <span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_CUBE;
    <span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_SPHERE;
    <span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_CONE;
    <span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_TORUS;
    <span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_TETRAHEDRON;
    <span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_OCTAHEDRON;
    <span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_DODECAHEDRON;
    <span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_ICOSAHEDRON;
    <span class="keyword">static</span> <span class="keyword">const</span> ShapeType SHAPE_TEAPOT;

  <span class="keyword">public</span>:
    
    <span class="keyword">struct </span>MaterialProp
    {
      GLfloat ambient[4];
      GLfloat diffuse[4];
      GLfloat specular[4];
      GLfloat shininess;
    };

    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_EMERALD;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_JADE;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_OBSIDIAN;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_PEARL;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_RUBY;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_TURQUOISE;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_BRASS;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_BRONZE;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_CHROME;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_COPPER;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_GOLD;
    <span class="keyword">static</span> <span class="keyword">const</span> MaterialProp MAT_SILVER;

  <span class="keyword">public</span>:
    Model();
    <span class="keyword">virtual</span> ~Model();

  <span class="keyword">private</span>:
    <span class="keywordtype">void</span> init_gl(Glib::RefPtr&lt;Gdk::GL::Drawable&gt;&amp; gldrawable);

  <span class="keyword">public</span>:
    <span class="keywordtype">void</span> draw(Glib::RefPtr&lt;Gdk::GL::Drawable&gt;&amp; gldrawable);

    <span class="keywordtype">void</span> set_shape(ShapeType shape)
    { m_CurrentShape = shape; }

    <span class="keywordtype">void</span> set_material(<span class="keyword">const</span> MaterialProp* material)
    { m_CurrentMat = material; }

  <span class="keyword">private</span>:
    <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> m_ListBase;
    ShapeType m_CurrentShape;
    <span class="keyword">const</span> MaterialProp* m_CurrentMat;

  };


  <span class="comment">//</span>
  <span class="comment">// Scene class.</span>
  <span class="comment">//</span>

  <span class="keyword">class </span>Scene : <span class="keyword">public</span> Gtk::GL::DrawingArea
  {
    <span class="keyword">friend</span> <span class="keyword">class </span>View;
    <span class="keyword">friend</span> <span class="keyword">class </span>Model;

  <span class="keyword">public</span>:
    <span class="comment">// OpenGL scene related constants:</span>
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> CLEAR_COLOR[4];
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> CLEAR_DEPTH;

    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT0_POSITION[4];
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT0_AMBIENT[4];
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT0_DIFFUSE[4];

    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT_MODEL_AMBIENT[4];
    <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span> LIGHT_MODEL_LOCAL_VIEWER[1];

  <span class="keyword">public</span>:
    <span class="keyword">explicit</span> Scene();
    <span class="keyword">virtual</span> ~Scene();

  <span class="keyword">protected</span>:
    <span class="comment">// signal handlers:</span>
    <span class="keyword">virtual</span> <span class="keywordtype">void</span> on_realize();
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_configure_event(GdkEventConfigure* event);
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_expose_event(GdkEventExpose* event);
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_button_press_event(GdkEventButton* event);
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_unmap_event(GdkEventAny* event);
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_visibility_notify_event(GdkEventVisibility* event);
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_idle();

  <span class="keyword">public</span>:
    <span class="comment">// Invalidate whole window.</span>
    <span class="keywordtype">void</span> invalidate() {
      get_window()-&gt;invalidate_rect(get_allocation(), <span class="keyword">false</span>);
    }

    <span class="comment">// Update window synchronously (fast).</span>
    <span class="keywordtype">void</span> update()
    { get_window()-&gt;process_updates(<span class="keyword">false</span>); }

  <span class="keyword">protected</span>:
    <span class="comment">// idle signal connection:</span>
    sigc::connection m_ConnectionIdle;

    <span class="keywordtype">void</span> idle_add();
    <span class="keywordtype">void</span> idle_remove();

  <span class="keyword">protected</span>:
    <span class="keywordtype">void</span> change_shape(Model::ShapeType shape);
    <span class="keywordtype">void</span> change_material(<span class="keyword">const</span> Model::MaterialProp* material);

  <span class="keyword">protected</span>:
    Gtk::Menu* create_popup_menu();

  <span class="keyword">protected</span>:
    <span class="comment">// Popup menu:</span>
    Gtk::Menu* m_Menu;

  <span class="keyword">protected</span>:
    <span class="comment">// OpenGL scene related objects:</span>
    View m_View;
    Model m_Model;

  };


  <span class="comment">//</span>
  <span class="comment">// Application class.</span>
  <span class="comment">//</span>

  <span class="keyword">class </span>Application : <span class="keyword">public</span> Gtk::Window
  {
  <span class="keyword">public</span>:
    <span class="keyword">static</span> <span class="keyword">const</span> Glib::ustring APP_NAME;

  <span class="keyword">public</span>:
    Application();
    <span class="keyword">virtual</span> ~Application();

  <span class="keyword">protected</span>:
    <span class="comment">// signal handlers:</span>
    <span class="keyword">virtual</span> <span class="keywordtype">void</span> on_button_quit_clicked();
    <span class="keyword">virtual</span> <span class="keywordtype">bool</span> on_key_press_event(GdkEventKey* event);

  <span class="keyword">protected</span>:
    <span class="comment">// member widgets:</span>
    Gtk::VBox m_VBox;
    Scene m_Scene;
    Gtk::Button m_ButtonQuit;
  };


} <span class="comment">// namespace Shapes</span>


<span class="preprocessor">#endif // _SHAPES_H</span>
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