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SFML
include
SFML
Graphics
Transform.hpp
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2023 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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#ifndef SFML_TRANSFORM_HPP
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#define SFML_TRANSFORM_HPP
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// Headers
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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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class
SFML_GRAPHICS_API
Transform
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{
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public
:
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Transform
();
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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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const
float
*
getMatrix
()
const
;
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Transform
getInverse
()
const
;
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Vector2f
transformPoint
(
float
x,
float
y)
const
;
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Vector2f
transformPoint
(
const
Vector2f
& point)
const
;
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FloatRect
transformRect
(
const
FloatRect
& rectangle)
const
;
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Transform
&
combine
(
const
Transform
& transform);
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Transform
&
translate
(
float
x,
float
y);
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Transform
&
translate
(
const
Vector2f
& offset);
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Transform
&
rotate
(
float
angle);
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Transform
&
rotate
(
float
angle,
float
centerX,
float
centerY);
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Transform
&
rotate
(
float
angle,
const
Vector2f
& center);
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Transform
&
scale
(
float
scaleX,
float
scaleY);
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Transform
&
scale
(
float
scaleX,
float
scaleY,
float
centerX,
float
centerY);
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Transform
&
scale
(
const
Vector2f
& factors);
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Transform
&
scale
(
const
Vector2f
& factors,
const
Vector2f
& center);
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// Static member data
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static
const
Transform
Identity
;
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private
:
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// Member data
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float
m_matrix[16];
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};
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SFML_GRAPHICS_API
Transform
operator *(
const
Transform
& left,
const
Transform
& right);
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SFML_GRAPHICS_API
Transform
& operator *=(
Transform
& left,
const
Transform
& right);
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SFML_GRAPHICS_API
Vector2f
operator *(
const
Transform
& left,
const
Vector2f
& right);
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SFML_GRAPHICS_API
bool
operator ==(
const
Transform
& left,
const
Transform
& right);
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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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sf::Rect< float >
sf::Transform
Define a 3x3 transform matrix.
Definition
Transform.hpp:43
sf::Transform::translate
Transform & translate(float x, float y)
Combine the current transform with a translation.
sf::Transform::rotate
Transform & rotate(float angle, const Vector2f ¢er)
Combine the current transform with a rotation.
sf::Transform::getInverse
Transform getInverse() const
Return the inverse of the transform.
sf::Transform::scale
Transform & scale(const Vector2f &factors)
Combine the current transform with a scaling.
sf::Transform::translate
Transform & translate(const Vector2f &offset)
Combine the current transform with a translation.
sf::Transform::transformRect
FloatRect transformRect(const FloatRect &rectangle) const
Transform a rectangle.
sf::Transform::scale
Transform & scale(const Vector2f &factors, const Vector2f ¢er)
Combine the current transform with a scaling.
sf::Transform::Transform
Transform(float a00, float a01, float a02, float a10, float a11, float a12, float a20, float a21, float a22)
Construct a transform from a 3x3 matrix.
sf::Transform::scale
Transform & scale(float scaleX, float scaleY)
Combine the current transform with a scaling.
sf::Transform::Identity
static const Transform Identity
The identity transform (does nothing)
Definition
Transform.hpp:372
sf::Transform::transformPoint
Vector2f transformPoint(const Vector2f &point) const
Transform a 2D point.
sf::Transform::getMatrix
const float * getMatrix() const
Return the transform as a 4x4 matrix.
sf::Transform::Transform
Transform()
Default constructor.
sf::Transform::rotate
Transform & rotate(float angle)
Combine the current transform with a rotation.
sf::Transform::rotate
Transform & rotate(float angle, float centerX, float centerY)
Combine the current transform with a rotation.
sf::Transform::combine
Transform & combine(const Transform &transform)
Combine the current transform with another one.
sf::Transform::scale
Transform & scale(float scaleX, float scaleY, float centerX, float centerY)
Combine the current transform with a scaling.
sf::Transform::transformPoint
Vector2f transformPoint(float x, float y) const
Transform a 2D point.
sf::Vector2< float >