280 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			280 lines
		
	
	
		
			10 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_SPRITE_HPP
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#define SFML_SPRITE_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/Drawable.hpp>
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#include <SFML/Graphics/Transformable.hpp>
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#include <SFML/Graphics/Vertex.hpp>
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#include <SFML/Graphics/Rect.hpp>
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namespace sf
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{
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class Texture;
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////////////////////////////////////////////////////////////
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/// \brief Drawable representation of a texture, with its
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///        own transformations, color, etc.
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API Sprite : public Drawable, public 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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    /// Creates an empty sprite with no source texture.
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    ///
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    ////////////////////////////////////////////////////////////
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    Sprite();
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct the sprite from a source texture
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    ///
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    /// \param texture Source texture
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    ///
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    /// \see setTexture
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    ///
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    ////////////////////////////////////////////////////////////
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    explicit Sprite(const Texture& texture);
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct the sprite from a sub-rectangle of a source texture
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    ///
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    /// \param texture   Source texture
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    /// \param rectangle Sub-rectangle of the texture to assign to the sprite
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    ///
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    /// \see setTexture, setTextureRect
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    ///
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    ////////////////////////////////////////////////////////////
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    Sprite(const Texture& texture, const IntRect& rectangle);
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    ////////////////////////////////////////////////////////////
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    /// \brief Change the source texture of the sprite
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    ///
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    /// The \a texture argument refers to a texture that must
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    /// exist as long as the sprite uses it. Indeed, the sprite
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    /// doesn't store its own copy of the texture, but rather keeps
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    /// a pointer to the one that you passed to this function.
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    /// If the source texture is destroyed and the sprite tries to
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    /// use it, the behavior is undefined.
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    /// If \a resetRect is true, the TextureRect property of
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    /// the sprite is automatically adjusted to the size of the new
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    /// texture. If it is false, the texture rect is left unchanged.
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    ///
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    /// \param texture   New texture
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    /// \param resetRect Should the texture rect be reset to the size of the new texture?
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    ///
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    /// \see getTexture, setTextureRect
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    ///
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    ////////////////////////////////////////////////////////////
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    void setTexture(const Texture& texture, bool resetRect = false);
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    ////////////////////////////////////////////////////////////
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    /// \brief Set the sub-rectangle of the texture that the sprite will display
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    ///
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    /// The texture rect is useful when you don't want to display
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    /// the whole texture, but rather a part of it.
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    /// By default, the texture rect covers the entire texture.
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    ///
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    /// \param rectangle Rectangle defining the region of the texture to display
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    ///
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    /// \see getTextureRect, setTexture
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    ///
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    ////////////////////////////////////////////////////////////
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    void setTextureRect(const IntRect& rectangle);
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    ////////////////////////////////////////////////////////////
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    /// \brief Set the global color of the sprite
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    ///
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    /// This color is modulated (multiplied) with the sprite's
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    /// texture. It can be used to colorize the sprite, or change
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    /// its global opacity.
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    /// By default, the sprite's color is opaque white.
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    ///
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    /// \param color New color of the sprite
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    ///
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    /// \see getColor
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    ///
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    ////////////////////////////////////////////////////////////
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    void setColor(const Color& color);
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the source texture of the sprite
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    ///
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    /// If the sprite has no source texture, a NULL pointer is returned.
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    /// The returned pointer is const, which means that you can't
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    /// modify the texture when you retrieve it with this function.
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    ///
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    /// \return Pointer to the sprite's texture
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    ///
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    /// \see setTexture
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    ///
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    ////////////////////////////////////////////////////////////
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    const Texture* getTexture() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the sub-rectangle of the texture displayed by the sprite
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    ///
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    /// \return Texture rectangle of the sprite
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    ///
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    /// \see setTextureRect
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    ///
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    ////////////////////////////////////////////////////////////
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    const IntRect& getTextureRect() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the global color of the sprite
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    ///
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    /// \return Global color of the sprite
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    ///
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    /// \see setColor
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    ///
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    ////////////////////////////////////////////////////////////
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    const Color& getColor() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the local bounding rectangle of the entity
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    ///
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    /// The returned rectangle is in local coordinates, which means
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    /// that it ignores the transformations (translation, rotation,
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    /// scale, ...) that are applied to the entity.
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    /// In other words, this function returns the bounds of the
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    /// entity in the entity's coordinate system.
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    ///
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    /// \return Local bounding rectangle of the entity
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    ///
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    ////////////////////////////////////////////////////////////
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    FloatRect getLocalBounds() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the global bounding rectangle of the entity
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    ///
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    /// The returned rectangle is in global coordinates, which means
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    /// that it takes into account the transformations (translation,
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    /// rotation, scale, ...) that are applied to the entity.
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    /// In other words, this function returns the bounds of the
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    /// sprite in the global 2D world's coordinate system.
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    ///
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    /// \return Global bounding rectangle of the entity
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    ///
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    ////////////////////////////////////////////////////////////
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    FloatRect getGlobalBounds() const;
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private:
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    ////////////////////////////////////////////////////////////
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    /// \brief Draw the sprite to a render target
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    ///
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    /// \param target Render target to draw to
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    /// \param states Current render states
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    ///
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    ////////////////////////////////////////////////////////////
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    virtual void draw(RenderTarget& target, RenderStates states) const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Update the vertices' positions
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    ///
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    ////////////////////////////////////////////////////////////
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    void updatePositions();
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    ////////////////////////////////////////////////////////////
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    /// \brief Update the vertices' texture coordinates
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    ///
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    ////////////////////////////////////////////////////////////
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    void updateTexCoords();
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    ////////////////////////////////////////////////////////////
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    // Member data
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    ////////////////////////////////////////////////////////////
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    Vertex         m_vertices[4]; ///< Vertices defining the sprite's geometry
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    const Texture* m_texture;     ///< Texture of the sprite
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    IntRect        m_textureRect; ///< Rectangle defining the area of the source texture to display
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};
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} // namespace sf
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#endif // SFML_SPRITE_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Sprite
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/// \ingroup graphics
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///
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/// sf::Sprite is a drawable class that allows to easily display
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/// a texture (or a part of it) on a render target.
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///
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/// It inherits all the functions from sf::Transformable:
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/// position, rotation, scale, origin. It also adds sprite-specific
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/// properties such as the texture to use, the part of it to display,
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/// and some convenience functions to change the overall color of the
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/// sprite, or to get its bounding rectangle.
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///
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/// sf::Sprite works in combination with the sf::Texture class, which
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/// loads and provides the pixel data of a given texture.
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///
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/// The separation of sf::Sprite and sf::Texture allows more flexibility
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/// and better performances: indeed a sf::Texture is a heavy resource,
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/// and any operation on it is slow (often too slow for real-time
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/// applications). On the other side, a sf::Sprite is a lightweight
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/// object which can use the pixel data of a sf::Texture and draw
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/// it with its own transformation/color/blending attributes.
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///
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/// It is important to note that the sf::Sprite instance doesn't
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/// copy the texture that it uses, it only keeps a reference to it.
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/// Thus, a sf::Texture must not be destroyed while it is
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/// used by a sf::Sprite (i.e. never write a function that
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/// uses a local sf::Texture instance for creating a sprite).
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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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/// Usage example:
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/// \code
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/// // Declare and load a texture
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/// sf::Texture texture;
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/// texture.loadFromFile("texture.png");
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///
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/// // Create a sprite
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/// sf::Sprite sprite;
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/// sprite.setTexture(texture);
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/// sprite.setTextureRect(sf::IntRect(10, 10, 50, 30));
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/// sprite.setColor(sf::Color(255, 255, 255, 200));
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/// sprite.setPosition(100, 25);
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///
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/// // Draw it
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/// window.draw(sprite);
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/// \endcode
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///
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/// \see sf::Texture, sf::Transformable
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///
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////////////////////////////////////////////////////////////
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