/usr/include/paraview/vtkAbstractContextBufferId.h is in paraview-dev 5.0.1+dfsg1-4.
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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  | /*=========================================================================
  Program:   Visualization Toolkit
  Module:    vtkAbstractContextBufferId.h
  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkAbstractContextBufferId - 2D array of ids, used for picking.
//
// .SECTION Description
// An 2D array where each element is the id of an entity drawn at the given
// pixel. The access is not specified in this class.
// The effective/concrete subclass vtkContextBufferId stores the whole buffer
// in RAM. The access to a value is fast and independent of the OpenGL.
// However it requires to first fill the whole buffer by transferring the
// buffer generated by OpenGL from the VRAM to the RAM. It is inefficient if
// the context of the scene changes during interaction.
//
// The effective/concrete subclass vtkOpenGLContextBufferId keeps the buffer id
// on the VRAM in a texture image. The access to a value is slower than a
// simple read access to an array but it does not require a large transfer of
// data from the VRAM to the RAM.
//
// .SECTION See Also
// vtkContextBufferId, vtkOpenGLContextBufferId
#ifndef vtkAbstractContextBufferId_h
#define vtkAbstractContextBufferId_h
#include "vtkRenderingContext2DModule.h" // For export macro
#include "vtkObject.h"
class vtkRenderWindow;
class VTKRENDERINGCONTEXT2D_EXPORT vtkAbstractContextBufferId : public vtkObject
{
public:
  vtkTypeMacro(vtkAbstractContextBufferId, vtkObject);
  virtual void PrintSelf(ostream &os, vtkIndent indent);
  static vtkAbstractContextBufferId * New();
  // Description:
  // Number of columns. Initial value is 0.
  vtkGetMacro(Width,int);
  // Description:
  // Set the number of columns. Initial value is 0.
  vtkSetMacro(Width,int);
  // Description:
  // Number of rows. Initial value is 0.
  vtkGetMacro(Height,int);
  // Description:
  // Set the number of rows. Initial value is 0.
  vtkSetMacro(Height,int);
  // Description:
  // Set/Get the OpenGL context owning the texture object resource.
  virtual void SetContext(vtkRenderWindow *context) = 0;
  virtual vtkRenderWindow *GetContext() = 0;
  // Description:
  // Returns if the context supports the required extensions.
  // \pre context_is_set: this->GetContext()!=0
  virtual bool IsSupported() = 0;
  // Description:
  // Allocate the memory for at least Width*Height elements.
  // \pre positive_width: GetWidth()>0
  // \pre positive_height: GetHeight()>0
  virtual void Allocate()=0;
  // Description:
  // Tell if the buffer has been allocated.
  virtual bool IsAllocated() const=0;
  // Description:
  // Copy the contents of the current read buffer to the internal structure
  // starting at lower left corner of the framebuffer (srcXmin,srcYmin).
  // \pre is_allocated: this->IsAllocated()
  virtual void SetValues(int srcXmin,
                         int srcYmin)=0;
  // Description:
  // Return item under abscissa x and ordinate y.
  // Abscissa go from left to right.
  // Ordinate go from bottom to top.
  // The return value is -1 if there is no item.
  // \pre is_allocated: IsAllocated()
  // \post valid_result: result>=-1
  virtual vtkIdType GetPickedItem(int x, int y)=0;
  // Description:
  // Release any graphics resources that are being consumed by this object.
  // Default implementation is empty.
  virtual void ReleaseGraphicsResources();
protected:
  vtkAbstractContextBufferId();
  virtual ~vtkAbstractContextBufferId();
  int Width;
  int Height;
private:
  vtkAbstractContextBufferId(const vtkAbstractContextBufferId &); // Not implemented.
  void operator=(const vtkAbstractContextBufferId &);   // Not implemented.
};
#endif // #ifndef vtkAbstractContextBufferId_h
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