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479 lines
17 KiB
C++
479 lines
17 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_TRANSFORM_HPP
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#define SFML_TRANSFORM_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/System/Vector2.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Define a 3x3 transform matrix
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API Transform
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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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/// Creates an identity transform (a transform that does nothing).
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///
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////////////////////////////////////////////////////////////
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Transform();
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////////////////////////////////////////////////////////////
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/// \brief Construct a transform from a 3x3 matrix
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///
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/// \param a00 Element (0, 0) of the matrix
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/// \param a01 Element (0, 1) of the matrix
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/// \param a02 Element (0, 2) of the matrix
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/// \param a10 Element (1, 0) of the matrix
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/// \param a11 Element (1, 1) of the matrix
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/// \param a12 Element (1, 2) of the matrix
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/// \param a20 Element (2, 0) of the matrix
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/// \param a21 Element (2, 1) of the matrix
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/// \param a22 Element (2, 2) of the matrix
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///
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////////////////////////////////////////////////////////////
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Transform(float a00, float a01, float a02,
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float a10, float a11, float a12,
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float a20, float a21, float a22);
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////////////////////////////////////////////////////////////
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/// \brief Return the transform as a 4x4 matrix
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///
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/// This function returns a pointer to an array of 16 floats
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/// containing the transform elements as a 4x4 matrix, which
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/// is directly compatible with OpenGL functions.
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///
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/// \code
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/// sf::Transform transform = ...;
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/// glLoadMatrixf(transform.getMatrix());
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/// \endcode
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///
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/// \return Pointer to a 4x4 matrix
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///
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////////////////////////////////////////////////////////////
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const float* getMatrix() const;
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////////////////////////////////////////////////////////////
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/// \brief Return the inverse of the transform
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///
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/// If the inverse cannot be computed, an identity transform
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/// is returned.
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///
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/// \return A new transform which is the inverse of self
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///
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////////////////////////////////////////////////////////////
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Transform getInverse() const;
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////////////////////////////////////////////////////////////
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/// \brief Transform a 2D point
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///
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/// \param x X coordinate of the point to transform
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/// \param y Y coordinate of the point to transform
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///
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/// \return Transformed point
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///
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////////////////////////////////////////////////////////////
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Vector2f transformPoint(float x, float y) const;
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////////////////////////////////////////////////////////////
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/// \brief Transform a 2D point
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///
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/// \param point Point to transform
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///
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/// \return Transformed point
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///
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////////////////////////////////////////////////////////////
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Vector2f transformPoint(const Vector2f& point) const;
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////////////////////////////////////////////////////////////
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/// \brief Transform a rectangle
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///
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/// Since SFML doesn't provide support for oriented rectangles,
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/// the result of this function is always an axis-aligned
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/// rectangle. Which means that if the transform contains a
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/// rotation, the bounding rectangle of the transformed rectangle
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/// is returned.
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///
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/// \param rectangle Rectangle to transform
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///
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/// \return Transformed rectangle
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///
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////////////////////////////////////////////////////////////
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FloatRect transformRect(const FloatRect& rectangle) const;
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with another one
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///
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/// The result is a transform that is equivalent to applying
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/// *this followed by \a transform. Mathematically, it is
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/// equivalent to a matrix multiplication.
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///
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/// \param transform Transform to combine with this transform
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///
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/// \return Reference to *this
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///
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////////////////////////////////////////////////////////////
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Transform& combine(const Transform& transform);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a translation
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///
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/// This function returns a reference to *this, so that calls
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/// can be chained.
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/// \code
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/// sf::Transform transform;
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/// transform.translate(100, 200).rotate(45);
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/// \endcode
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///
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/// \param x Offset to apply on X axis
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/// \param y Offset to apply on Y axis
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///
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/// \return Reference to *this
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///
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/// \see rotate, scale
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///
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////////////////////////////////////////////////////////////
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Transform& translate(float x, float y);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a translation
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///
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/// This function returns a reference to *this, so that calls
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/// can be chained.
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/// \code
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/// sf::Transform transform;
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/// transform.translate(sf::Vector2f(100, 200)).rotate(45);
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/// \endcode
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///
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/// \param offset Translation offset to apply
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///
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/// \return Reference to *this
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///
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/// \see rotate, scale
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///
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////////////////////////////////////////////////////////////
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Transform& translate(const Vector2f& offset);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a rotation
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///
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/// This function returns a reference to *this, so that calls
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/// can be chained.
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/// \code
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/// sf::Transform transform;
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/// transform.rotate(90).translate(50, 20);
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/// \endcode
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///
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/// \param angle Rotation angle, in degrees
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///
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/// \return Reference to *this
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///
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/// \see translate, scale
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///
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////////////////////////////////////////////////////////////
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Transform& rotate(float angle);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a rotation
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///
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/// The center of rotation is provided for convenience as a second
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/// argument, so that you can build rotations around arbitrary points
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/// more easily (and efficiently) than the usual
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/// translate(-center).rotate(angle).translate(center).
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///
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/// This function returns a reference to *this, so that calls
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/// can be chained.
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/// \code
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/// sf::Transform transform;
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/// transform.rotate(90, 8, 3).translate(50, 20);
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/// \endcode
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///
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/// \param angle Rotation angle, in degrees
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/// \param centerX X coordinate of the center of rotation
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/// \param centerY Y coordinate of the center of rotation
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///
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/// \return Reference to *this
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///
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/// \see translate, scale
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///
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////////////////////////////////////////////////////////////
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Transform& rotate(float angle, float centerX, float centerY);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a rotation
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///
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/// The center of rotation is provided for convenience as a second
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/// argument, so that you can build rotations around arbitrary points
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/// more easily (and efficiently) than the usual
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/// translate(-center).rotate(angle).translate(center).
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///
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/// This function returns a reference to *this, so that calls
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/// can be chained.
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/// \code
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/// sf::Transform transform;
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/// transform.rotate(90, sf::Vector2f(8, 3)).translate(sf::Vector2f(50, 20));
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/// \endcode
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///
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/// \param angle Rotation angle, in degrees
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/// \param center Center of rotation
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///
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/// \return Reference to *this
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///
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/// \see translate, scale
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///
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////////////////////////////////////////////////////////////
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Transform& rotate(float angle, const Vector2f& center);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a scaling
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///
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/// This function returns a reference to *this, so that calls
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/// can be chained.
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/// \code
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/// sf::Transform transform;
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/// transform.scale(2, 1).rotate(45);
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/// \endcode
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///
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/// \param scaleX Scaling factor on the X axis
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/// \param scaleY Scaling factor on the Y axis
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///
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/// \return Reference to *this
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///
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/// \see translate, rotate
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///
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////////////////////////////////////////////////////////////
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Transform& scale(float scaleX, float scaleY);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a scaling
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///
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/// The center of scaling is provided for convenience as a second
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/// argument, so that you can build scaling around arbitrary points
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/// more easily (and efficiently) than the usual
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/// translate(-center).scale(factors).translate(center).
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///
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/// This function returns a reference to *this, so that calls
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/// can be chained.
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/// \code
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/// sf::Transform transform;
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/// transform.scale(2, 1, 8, 3).rotate(45);
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/// \endcode
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///
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/// \param scaleX Scaling factor on X axis
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/// \param scaleY Scaling factor on Y axis
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/// \param centerX X coordinate of the center of scaling
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/// \param centerY Y coordinate of the center of scaling
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///
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/// \return Reference to *this
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///
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/// \see translate, rotate
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///
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////////////////////////////////////////////////////////////
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Transform& scale(float scaleX, float scaleY, float centerX, float centerY);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a scaling
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///
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/// This function returns a reference to *this, so that calls
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/// can be chained.
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/// \code
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/// sf::Transform transform;
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/// transform.scale(sf::Vector2f(2, 1)).rotate(45);
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/// \endcode
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///
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/// \param factors Scaling factors
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///
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/// \return Reference to *this
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///
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/// \see translate, rotate
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///
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////////////////////////////////////////////////////////////
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Transform& scale(const Vector2f& factors);
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////////////////////////////////////////////////////////////
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/// \brief Combine the current transform with a scaling
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///
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/// The center of scaling is provided for convenience as a second
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/// argument, so that you can build scaling around arbitrary points
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/// more easily (and efficiently) than the usual
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/// translate(-center).scale(factors).translate(center).
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///
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/// This function returns a reference to *this, so that calls
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/// can be chained.
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/// \code
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/// sf::Transform transform;
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/// transform.scale(sf::Vector2f(2, 1), sf::Vector2f(8, 3)).rotate(45);
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/// \endcode
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///
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/// \param factors Scaling factors
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/// \param center Center of scaling
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///
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/// \return Reference to *this
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///
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/// \see translate, rotate
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///
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////////////////////////////////////////////////////////////
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Transform& scale(const Vector2f& factors, const Vector2f& center);
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////////////////////////////////////////////////////////////
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// Static member data
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////////////////////////////////////////////////////////////
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static const Transform Identity; ///< The identity transform (does nothing)
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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float m_matrix[16]; ///< 4x4 matrix defining the transformation
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};
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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/// \brief Overload of binary operator * to combine two transforms
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///
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/// This call is equivalent to calling Transform(left).combine(right).
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///
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/// \param left Left operand (the first transform)
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/// \param right Right operand (the second transform)
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///
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/// \return New combined transform
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API Transform operator *(const Transform& left, const Transform& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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/// \brief Overload of binary operator *= to combine two transforms
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///
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/// This call is equivalent to calling left.combine(right).
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///
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/// \param left Left operand (the first transform)
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/// \param right Right operand (the second transform)
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///
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/// \return The combined transform
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API Transform& operator *=(Transform& left, const Transform& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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/// \brief Overload of binary operator * to transform a point
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///
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/// This call is equivalent to calling left.transformPoint(right).
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///
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/// \param left Left operand (the transform)
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/// \param right Right operand (the point to transform)
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///
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/// \return New transformed point
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API Vector2f operator *(const Transform& left, const Vector2f& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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/// \brief Overload of binary operator == to compare two transforms
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///
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/// Performs an element-wise comparison of the elements of the
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/// left transform with the elements of the right transform.
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///
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/// \param left Left operand (the first transform)
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/// \param right Right operand (the second transform)
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///
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/// \return true if the transforms are equal, false otherwise
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API bool operator ==(const Transform& left, const Transform& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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/// \brief Overload of binary operator != to compare two transforms
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///
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/// This call is equivalent to !(left == right).
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///
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/// \param left Left operand (the first transform)
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/// \param right Right operand (the second transform)
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///
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/// \return true if the transforms are not equal, false otherwise
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API bool operator !=(const Transform& left, const Transform& right);
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} // namespace sf
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#endif // SFML_TRANSFORM_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Transform
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/// \ingroup graphics
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///
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/// A sf::Transform specifies how to translate, rotate, scale,
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/// shear, project, whatever things. In mathematical terms, it defines
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/// how to transform a coordinate system into another.
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///
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/// For example, if you apply a rotation transform to a sprite, the
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/// result will be a rotated sprite. And anything that is transformed
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/// by this rotation transform will be rotated the same way, according
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/// to its initial position.
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///
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/// Transforms are typically used for drawing. But they can also be
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/// used for any computation that requires to transform points between
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/// the local and global coordinate systems of an entity (like collision
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/// detection).
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///
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/// Example:
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/// \code
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/// // define a translation transform
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/// sf::Transform translation;
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/// translation.translate(20, 50);
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///
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/// // define a rotation transform
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/// sf::Transform rotation;
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/// rotation.rotate(45);
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///
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/// // combine them
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/// sf::Transform transform = translation * rotation;
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///
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/// // use the result to transform stuff...
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/// sf::Vector2f point = transform.transformPoint(10, 20);
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/// sf::FloatRect rect = transform.transformRect(sf::FloatRect(0, 0, 10, 100));
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/// \endcode
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///
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/// \see sf::Transformable, sf::RenderStates
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///
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////////////////////////////////////////////////////////////
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