430 lines
16 KiB
C++
430 lines
16 KiB
C++
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_TRANSFORMABLE_HPP
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#define SFML_TRANSFORMABLE_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/Transform.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Decomposed transform defined by a position, a rotation and a scale
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API Transformable
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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////////////////////////////////////////////////////////////
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Transformable();
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////////////////////////////////////////////////////////////
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/// \brief Virtual destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~Transformable();
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////////////////////////////////////////////////////////////
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/// \brief set the position of the object
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///
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/// This function completely overwrites the previous position.
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/// See the move function to apply an offset based on the previous position instead.
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/// The default position of a transformable object is (0, 0).
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///
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/// \param x X coordinate of the new position
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/// \param y Y coordinate of the new position
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///
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/// \see move, getPosition
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///
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////////////////////////////////////////////////////////////
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void setPosition(float x, float y);
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////////////////////////////////////////////////////////////
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/// \brief set the position of the object
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///
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/// This function completely overwrites the previous position.
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/// See the move function to apply an offset based on the previous position instead.
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/// The default position of a transformable object is (0, 0).
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///
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/// \param position New position
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///
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/// \see move, getPosition
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///
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////////////////////////////////////////////////////////////
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void setPosition(const Vector2f& position);
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////////////////////////////////////////////////////////////
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/// \brief set the orientation of the object
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///
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/// This function completely overwrites the previous rotation.
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/// See the rotate function to add an angle based on the previous rotation instead.
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/// The default rotation of a transformable object is 0.
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///
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/// \param angle New rotation, in degrees
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///
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/// \see rotate, getRotation
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///
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////////////////////////////////////////////////////////////
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void setRotation(float angle);
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////////////////////////////////////////////////////////////
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/// \brief set the scale factors of the object
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///
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/// This function completely overwrites the previous scale.
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/// See the scale function to add a factor based on the previous scale instead.
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/// The default scale of a transformable object is (1, 1).
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///
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/// \param factorX New horizontal scale factor
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/// \param factorY New vertical scale factor
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///
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/// \see scale, getScale
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///
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////////////////////////////////////////////////////////////
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void setScale(float factorX, float factorY);
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////////////////////////////////////////////////////////////
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/// \brief set the scale factors of the object
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///
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/// This function completely overwrites the previous scale.
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/// See the scale function to add a factor based on the previous scale instead.
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/// The default scale of a transformable object is (1, 1).
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///
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/// \param factors New scale factors
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///
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/// \see scale, getScale
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///
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////////////////////////////////////////////////////////////
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void setScale(const Vector2f& factors);
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////////////////////////////////////////////////////////////
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/// \brief set the local origin of the object
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///
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/// The origin of an object defines the center point for
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/// all transformations (position, scale, rotation).
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/// The coordinates of this point must be relative to the
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/// top-left corner of the object, and ignore all
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/// transformations (position, scale, rotation).
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/// The default origin of a transformable object is (0, 0).
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///
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/// \param x X coordinate of the new origin
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/// \param y Y coordinate of the new origin
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///
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/// \see getOrigin
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///
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////////////////////////////////////////////////////////////
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void setOrigin(float x, float y);
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////////////////////////////////////////////////////////////
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/// \brief set the local origin of the object
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///
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/// The origin of an object defines the center point for
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/// all transformations (position, scale, rotation).
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/// The coordinates of this point must be relative to the
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/// top-left corner of the object, and ignore all
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/// transformations (position, scale, rotation).
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/// The default origin of a transformable object is (0, 0).
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///
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/// \param origin New origin
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///
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/// \see getOrigin
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///
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////////////////////////////////////////////////////////////
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void setOrigin(const Vector2f& origin);
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////////////////////////////////////////////////////////////
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/// \brief get the position of the object
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///
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/// \return Current position
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///
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/// \see setPosition
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///
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////////////////////////////////////////////////////////////
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const Vector2f& getPosition() const;
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////////////////////////////////////////////////////////////
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/// \brief get the orientation of the object
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///
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/// The rotation is always in the range [0, 360].
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///
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/// \return Current rotation, in degrees
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///
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/// \see setRotation
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///
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////////////////////////////////////////////////////////////
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float getRotation() const;
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////////////////////////////////////////////////////////////
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/// \brief get the current scale of the object
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///
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/// \return Current scale factors
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///
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/// \see setScale
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///
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////////////////////////////////////////////////////////////
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const Vector2f& getScale() const;
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////////////////////////////////////////////////////////////
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/// \brief get the local origin of the object
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///
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/// \return Current origin
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///
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/// \see setOrigin
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///
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////////////////////////////////////////////////////////////
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const Vector2f& getOrigin() const;
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////////////////////////////////////////////////////////////
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/// \brief Move the object by a given offset
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///
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/// This function adds to the current position of the object,
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/// unlike setPosition which overwrites it.
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/// Thus, it is equivalent to the following code:
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/// \code
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/// sf::Vector2f pos = object.getPosition();
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/// object.setPosition(pos.x + offsetX, pos.y + offsetY);
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/// \endcode
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///
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/// \param offsetX X offset
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/// \param offsetY Y offset
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///
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/// \see setPosition
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///
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////////////////////////////////////////////////////////////
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void move(float offsetX, float offsetY);
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////////////////////////////////////////////////////////////
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/// \brief Move the object by a given offset
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///
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/// This function adds to the current position of the object,
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/// unlike setPosition which overwrites it.
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/// Thus, it is equivalent to the following code:
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/// \code
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/// object.setPosition(object.getPosition() + offset);
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/// \endcode
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///
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/// \param offset Offset
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///
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/// \see setPosition
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///
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////////////////////////////////////////////////////////////
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void move(const Vector2f& offset);
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////////////////////////////////////////////////////////////
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/// \brief Rotate the object
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///
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/// This function adds to the current rotation of the object,
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/// unlike setRotation which overwrites it.
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/// Thus, it is equivalent to the following code:
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/// \code
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/// object.setRotation(object.getRotation() + angle);
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/// \endcode
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///
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/// \param angle Angle of rotation, in degrees
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///
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////////////////////////////////////////////////////////////
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void rotate(float angle);
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////////////////////////////////////////////////////////////
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/// \brief Scale the object
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///
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/// This function multiplies the current scale of the object,
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/// unlike setScale which overwrites it.
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/// Thus, it is equivalent to the following code:
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/// \code
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/// sf::Vector2f scale = object.getScale();
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/// object.setScale(scale.x * factorX, scale.y * factorY);
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/// \endcode
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///
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/// \param factorX Horizontal scale factor
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/// \param factorY Vertical scale factor
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///
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/// \see setScale
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///
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////////////////////////////////////////////////////////////
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void scale(float factorX, float factorY);
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////////////////////////////////////////////////////////////
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/// \brief Scale the object
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///
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/// This function multiplies the current scale of the object,
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/// unlike setScale which overwrites it.
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/// Thus, it is equivalent to the following code:
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/// \code
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/// sf::Vector2f scale = object.getScale();
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/// object.setScale(scale.x * factor.x, scale.y * factor.y);
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/// \endcode
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///
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/// \param factor Scale factors
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///
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/// \see setScale
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///
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////////////////////////////////////////////////////////////
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void scale(const Vector2f& factor);
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////////////////////////////////////////////////////////////
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/// \brief get the combined transform of the object
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///
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/// \return Transform combining the position/rotation/scale/origin of the object
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///
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/// \see getInverseTransform
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///
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////////////////////////////////////////////////////////////
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const Transform& getTransform() const;
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////////////////////////////////////////////////////////////
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/// \brief get the inverse of the combined transform of the object
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///
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/// \return Inverse of the combined transformations applied to the object
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///
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/// \see getTransform
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///
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////////////////////////////////////////////////////////////
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const Transform& getInverseTransform() const;
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Vector2f m_origin; ///< Origin of translation/rotation/scaling of the object
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Vector2f m_position; ///< Position of the object in the 2D world
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float m_rotation; ///< Orientation of the object, in degrees
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Vector2f m_scale; ///< Scale of the object
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mutable Transform m_transform; ///< Combined transformation of the object
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mutable bool m_transformNeedUpdate; ///< Does the transform need to be recomputed?
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mutable Transform m_inverseTransform; ///< Combined transformation of the object
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mutable bool m_inverseTransformNeedUpdate; ///< Does the transform need to be recomputed?
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};
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} // namespace sf
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#endif // SFML_TRANSFORMABLE_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Transformable
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/// \ingroup graphics
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///
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/// This class is provided for convenience, on top of sf::Transform.
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///
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/// sf::Transform, as a low-level class, offers a great level of
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/// flexibility but it is not always convenient to manage. Indeed,
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/// one can easily combine any kind of operation, such as a translation
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/// followed by a rotation followed by a scaling, but once the result
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/// transform is built, there's no way to go backward and, let's say,
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/// change only the rotation without modifying the translation and scaling.
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/// The entire transform must be recomputed, which means that you
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/// need to retrieve the initial translation and scale factors as
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/// well, and combine them the same way you did before updating the
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/// rotation. This is a tedious operation, and it requires to store
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/// all the individual components of the final transform.
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///
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/// That's exactly what sf::Transformable was written for: it hides
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/// these variables and the composed transform behind an easy to use
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/// interface. You can set or get any of the individual components
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/// without worrying about the others. It also provides the composed
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/// transform (as a sf::Transform), and keeps it up-to-date.
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///
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/// In addition to the position, rotation and scale, sf::Transformable
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/// provides an "origin" component, which represents the local origin
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/// of the three other components. Let's take an example with a 10x10
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/// pixels sprite. By default, the sprite is positioned/rotated/scaled
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/// relatively to its top-left corner, because it is the local point
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/// (0, 0). But if we change the origin to be (5, 5), the sprite will
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/// be positioned/rotated/scaled around its center instead. And if
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/// we set the origin to (10, 10), it will be transformed around its
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/// bottom-right corner.
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///
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/// To keep the sf::Transformable class simple, there's only one
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/// origin for all the components. You cannot position the sprite
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/// relatively to its top-left corner while rotating it around its
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/// center, for example. To do such things, use sf::Transform directly.
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///
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/// sf::Transformable can be used as a base class. It is often
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/// combined with sf::Drawable -- that's what SFML's sprites,
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/// texts and shapes do.
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/// \code
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/// class MyEntity : public sf::Transformable, public sf::Drawable
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/// {
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/// virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
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/// {
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/// states.transform *= getTransform();
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/// target.draw(..., states);
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/// }
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/// };
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///
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/// MyEntity entity;
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/// entity.setPosition(10, 20);
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/// entity.setRotation(45);
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/// window.draw(entity);
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/// \endcode
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///
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/// It can also be used as a member, if you don't want to use
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/// its API directly (because you don't need all its functions,
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/// or you have different naming conventions for example).
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/// \code
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/// class MyEntity
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/// {
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/// public:
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/// void SetPosition(const MyVector& v)
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/// {
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/// myTransform.setPosition(v.x(), v.y());
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/// }
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///
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/// void Draw(sf::RenderTarget& target) const
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/// {
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/// target.draw(..., myTransform.getTransform());
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/// }
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///
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/// private:
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/// sf::Transformable myTransform;
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/// };
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/// \endcode
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///
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/// A note on coordinates and undistorted rendering: \n
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/// By default, SFML (or more exactly, OpenGL) may interpolate drawable objects
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/// such as sprites or texts when rendering. While this allows transitions
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/// like slow movements or rotations to appear smoothly, it can lead to
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/// unwanted results in some cases, for example blurred or distorted objects.
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/// In order to render a sf::Drawable object pixel-perfectly, make sure
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/// the involved coordinates allow a 1:1 mapping of pixels in the window
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/// to texels (pixels in the texture). More specifically, this means:
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/// * The object's position, origin and scale have no fractional part
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/// * The object's and the view's rotation are a multiple of 90 degrees
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/// * The view's center and size have no fractional part
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///
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/// \see sf::Transform
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///
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////////////////////////////////////////////////////////////
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