344 lines
12 KiB
C++
344 lines
12 KiB
C++
////////////////////////////////////////////////////////////
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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_VIEW_HPP
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#define SFML_VIEW_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/Rect.hpp>
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/System/Vector2.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief 2D camera that defines what region is shown on screen
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API View
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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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/// This constructor creates a default view of (0, 0, 1000, 1000)
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///
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////////////////////////////////////////////////////////////
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View();
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////////////////////////////////////////////////////////////
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/// \brief Construct the view from a rectangle
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///
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/// \param rectangle Rectangle defining the zone to display
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///
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////////////////////////////////////////////////////////////
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explicit View(const FloatRect& rectangle);
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////////////////////////////////////////////////////////////
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/// \brief Construct the view from its center and size
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///
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/// \param center Center of the zone to display
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/// \param size Size of zone to display
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///
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////////////////////////////////////////////////////////////
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View(const Vector2f& center, const Vector2f& size);
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////////////////////////////////////////////////////////////
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/// \brief Set the center of the view
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///
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/// \param x X coordinate of the new center
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/// \param y Y coordinate of the new center
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///
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/// \see setSize, getCenter
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///
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////////////////////////////////////////////////////////////
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void setCenter(float x, float y);
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////////////////////////////////////////////////////////////
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/// \brief Set the center of the view
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///
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/// \param center New center
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///
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/// \see setSize, getCenter
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///
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////////////////////////////////////////////////////////////
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void setCenter(const Vector2f& center);
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////////////////////////////////////////////////////////////
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/// \brief Set the size of the view
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///
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/// \param width New width of the view
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/// \param height New height of the view
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///
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/// \see setCenter, getCenter
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///
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////////////////////////////////////////////////////////////
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void setSize(float width, float height);
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////////////////////////////////////////////////////////////
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/// \brief Set the size of the view
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///
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/// \param size New size
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///
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/// \see setCenter, getCenter
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///
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////////////////////////////////////////////////////////////
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void setSize(const Vector2f& size);
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////////////////////////////////////////////////////////////
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/// \brief Set the orientation of the view
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///
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/// The default rotation of a view is 0 degree.
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///
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/// \param angle New angle, in degrees
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///
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/// \see 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 target viewport
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///
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/// The viewport is the rectangle into which the contents of the
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/// view are displayed, expressed as a factor (between 0 and 1)
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/// of the size of the RenderTarget to which the view is applied.
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/// For example, a view which takes the left side of the target would
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/// be defined with View.setViewport(sf::FloatRect(0, 0, 0.5, 1)).
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/// By default, a view has a viewport which covers the entire target.
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///
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/// \param viewport New viewport rectangle
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///
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/// \see getViewport
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///
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////////////////////////////////////////////////////////////
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void setViewport(const FloatRect& viewport);
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////////////////////////////////////////////////////////////
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/// \brief Reset the view to the given rectangle
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///
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/// Note that this function resets the rotation angle to 0.
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///
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/// \param rectangle Rectangle defining the zone to display
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///
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/// \see setCenter, setSize, setRotation
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///
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////////////////////////////////////////////////////////////
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void reset(const FloatRect& rectangle);
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////////////////////////////////////////////////////////////
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/// \brief Get the center of the view
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///
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/// \return Center of the view
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///
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/// \see getSize, setCenter
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///
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////////////////////////////////////////////////////////////
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const Vector2f& getCenter() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the size of the view
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///
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/// \return Size of the view
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///
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/// \see getCenter, setSize
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///
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////////////////////////////////////////////////////////////
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const Vector2f& getSize() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the current orientation of the view
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///
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/// \return Rotation angle of the view, 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 target viewport rectangle of the view
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///
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/// \return Viewport rectangle, expressed as a factor of the target size
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///
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/// \see setViewport
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///
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////////////////////////////////////////////////////////////
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const FloatRect& getViewport() const;
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////////////////////////////////////////////////////////////
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/// \brief Move the view relatively to its current position
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///
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/// \param offsetX X coordinate of the move offset
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/// \param offsetY Y coordinate of the move offset
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///
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/// \see setCenter, rotate, zoom
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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 view relatively to its current position
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///
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/// \param offset Move offset
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///
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/// \see setCenter, rotate, zoom
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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 view relatively to its current orientation
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///
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/// \param angle Angle to rotate, in degrees
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///
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/// \see setRotation, move, zoom
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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 Resize the view rectangle relatively to its current size
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///
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/// Resizing the view simulates a zoom, as the zone displayed on
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/// screen grows or shrinks.
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/// \a factor is a multiplier:
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/// \li 1 keeps the size unchanged
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/// \li > 1 makes the view bigger (objects appear smaller)
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/// \li < 1 makes the view smaller (objects appear bigger)
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///
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/// \param factor Zoom factor to apply
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///
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/// \see setSize, move, rotate
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///
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////////////////////////////////////////////////////////////
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void zoom(float factor);
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////////////////////////////////////////////////////////////
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/// \brief Get the projection transform of the view
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///
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/// This function is meant for internal use only.
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///
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/// \return Projection transform defining the view
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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 projection transform of the view
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///
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/// This function is meant for internal use only.
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///
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/// \return Inverse of the projection transform defining the view
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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_center; ///< Center of the view, in scene coordinates
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Vector2f m_size; ///< Size of the view, in scene coordinates
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float m_rotation; ///< Angle of rotation of the view rectangle, in degrees
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FloatRect m_viewport; ///< Viewport rectangle, expressed as a factor of the render-target's size
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mutable Transform m_transform; ///< Precomputed projection transform corresponding to the view
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mutable Transform m_inverseTransform; ///< Precomputed inverse projection transform corresponding to the view
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mutable bool m_transformUpdated; ///< Internal state telling if the transform needs to be updated
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mutable bool m_invTransformUpdated; ///< Internal state telling if the inverse transform needs to be updated
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};
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} // namespace sf
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#endif // SFML_VIEW_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::View
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/// \ingroup graphics
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///
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/// sf::View defines a camera in the 2D scene. This is a
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/// very powerful concept: you can scroll, rotate or zoom
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/// the entire scene without altering the way that your
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/// drawable objects are drawn.
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///
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/// A view is composed of a source rectangle, which defines
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/// what part of the 2D scene is shown, and a target viewport,
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/// which defines where the contents of the source rectangle
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/// will be displayed on the render target (window or texture).
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///
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/// The viewport allows to map the scene to a custom part
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/// of the render target, and can be used for split-screen
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/// or for displaying a minimap, for example. If the source
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/// rectangle doesn't have the same size as the viewport, its
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/// contents will be stretched to fit in.
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///
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/// To apply a view, you have to assign it to the render target.
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/// Then, objects drawn in this render target will be
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/// affected by the view until you use another view.
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///
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/// Usage example:
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/// \code
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/// sf::RenderWindow window;
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/// sf::View view;
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///
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/// // Initialize the view to a rectangle located at (100, 100) and with a size of 400x200
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/// view.reset(sf::FloatRect(100, 100, 400, 200));
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///
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/// // Rotate it by 45 degrees
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/// view.rotate(45);
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///
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/// // Set its target viewport to be half of the window
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/// view.setViewport(sf::FloatRect(0.f, 0.f, 0.5f, 1.f));
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///
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/// // Apply it
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/// window.setView(view);
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///
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/// // Render stuff
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/// window.draw(someSprite);
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///
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/// // Set the default view back
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/// window.setView(window.getDefaultView());
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///
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/// // Render stuff not affected by the view
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/// window.draw(someText);
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/// \endcode
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///
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/// See also the note on coordinates and undistorted rendering in sf::Transformable.
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///
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/// \see sf::RenderWindow, sf::RenderTexture
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///
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////////////////////////////////////////////////////////////
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