Retrait d'instances de mc"clone"
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								SQCSim2021/external/sfml23/include/SFML/Graphics/RenderStates.hpp
									
									
									
									
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								SQCSim2021/external/sfml23/include/SFML/Graphics/RenderStates.hpp
									
									
									
									
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2015 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_RENDERSTATES_HPP
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#define SFML_RENDERSTATES_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/BlendMode.hpp>
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#include <SFML/Graphics/Transform.hpp>
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namespace sf
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{
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class Shader;
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class Texture;
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////////////////////////////////////////////////////////////
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/// \brief Define the states used for drawing to a RenderTarget
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API RenderStates
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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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    /// Constructing a default set of render states is equivalent
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    /// to using sf::RenderStates::Default.
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    /// The default set defines:
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    /// \li the BlendAlpha blend mode
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    /// \li the identity transform
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    /// \li a null texture
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    /// \li a null shader
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    ///
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    ////////////////////////////////////////////////////////////
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    RenderStates();
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct a default set of render states with a custom blend mode
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    ///
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    /// \param theBlendMode Blend mode to use
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    ///
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    ////////////////////////////////////////////////////////////
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    RenderStates(const BlendMode& theBlendMode);
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct a default set of render states with a custom transform
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    ///
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    /// \param theTransform Transform to use
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    ///
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    ////////////////////////////////////////////////////////////
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    RenderStates(const Transform& theTransform);
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct a default set of render states with a custom texture
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    ///
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    /// \param theTexture Texture to use
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    ///
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    ////////////////////////////////////////////////////////////
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    RenderStates(const Texture* theTexture);
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct a default set of render states with a custom shader
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    ///
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    /// \param theShader Shader to use
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    ///
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    ////////////////////////////////////////////////////////////
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    RenderStates(const Shader* theShader);
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct a set of render states with all its attributes
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    ///
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    /// \param theBlendMode Blend mode to use
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    /// \param theTransform Transform to use
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    /// \param theTexture   Texture to use
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    /// \param theShader    Shader to use
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    ///
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    ////////////////////////////////////////////////////////////
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    RenderStates(const BlendMode& theBlendMode, const Transform& theTransform,
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                 const Texture* theTexture, const Shader* theShader);
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    ////////////////////////////////////////////////////////////
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    // Static member data
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    ////////////////////////////////////////////////////////////
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    static const RenderStates Default; ///< Special instance holding the default render states
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    ////////////////////////////////////////////////////////////
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    // Member data
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    ////////////////////////////////////////////////////////////
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    BlendMode      blendMode; ///< Blending mode
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    Transform      transform; ///< Transform
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    const Texture* texture;   ///< Texture
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    const Shader*  shader;    ///< Shader
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};
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} // namespace sf
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#endif // SFML_RENDERSTATES_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::RenderStates
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/// \ingroup graphics
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///
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/// There are four global states that can be applied to
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/// the drawn objects:
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/// \li the blend mode: how pixels of the object are blended with the background
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/// \li the transform: how the object is positioned/rotated/scaled
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/// \li the texture: what image is mapped to the object
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/// \li the shader: what custom effect is applied to the object
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///
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/// High-level objects such as sprites or text force some of
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/// these states when they are drawn. For example, a sprite
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/// will set its own texture, so that you don't have to care
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/// about it when drawing the sprite.
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///
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/// The transform is a special case: sprites, texts and shapes
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/// (and it's a good idea to do it with your own drawable classes
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/// too) combine their transform with the one that is passed in the
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/// RenderStates structure. So that you can use a "global" transform
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/// on top of each object's transform.
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///
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/// Most objects, especially high-level drawables, can be drawn
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/// directly without defining render states explicitly -- the
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/// default set of states is ok in most cases.
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/// \code
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/// window.draw(sprite);
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/// \endcode
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///
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/// If you want to use a single specific render state,
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/// for example a shader, you can pass it directly to the Draw
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/// function: sf::RenderStates has an implicit one-argument
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/// constructor for each state.
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/// \code
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/// window.draw(sprite, shader);
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/// \endcode
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///
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/// When you're inside the Draw function of a drawable
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/// object (inherited from sf::Drawable), you can
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/// either pass the render states unmodified, or change
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/// some of them.
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/// For example, a transformable object will combine the
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/// current transform with its own transform. A sprite will
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/// set its texture. Etc.
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///
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/// \see sf::RenderTarget, sf::Drawable
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///
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////////////////////////////////////////////////////////////
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