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Clarified semantics of Shape::getGlobalBounds(), improved related documentation
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@ -193,7 +193,7 @@ public:
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/// \param destX X coordinate of the destination position
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/// \param destY Y coordinate of the destination position
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/// \param sourceRect Sub-rectangle of the source image to copy
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/// \param applyAlpha Should the copy take in account the source transparency?
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/// \param applyAlpha Should the copy take into account the source transparency?
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///
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////////////////////////////////////////////////////////////
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void copy(const Image& source, unsigned int destX, unsigned int destY, const IntRect& sourceRect = IntRect(0, 0, 0, 0), bool applyAlpha = false);
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@ -227,13 +227,20 @@ public:
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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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/// \brief Get the global (non-minimal) 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 in account the transformations (translation,
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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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/// shape in the global 2D world's coordinate system.
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///
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/// This function does not necessarily return the \a minimal
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/// bounding rectangle. It merely ensures that the returned
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/// rectangle covers all the vertices (but possibly more).
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/// This allows for a fast approximation of the bounds as a
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/// first check; you may want to use more precise checks
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/// on top of that.
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///
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/// \return Global bounding rectangle of the entity
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///
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@ -179,7 +179,7 @@ public:
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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 in account the transformations (translation,
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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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@ -268,10 +268,10 @@ public:
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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 in account the transformations (translation,
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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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/// text 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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@ -163,8 +163,8 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Compute the bounding rectangle of the vertex array
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///
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/// This function returns the axis-aligned rectangle that
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/// contains all the vertices of the array.
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/// This function returns the minimal axis-aligned rectangle
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/// that contains all the vertices of the array.
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///
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/// \return Bounding rectangle of the vertex array
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///
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@ -122,7 +122,7 @@ public:
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///
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/// You may wonder why some sensor types look so similar, for example
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/// Accelerometer and Gravity / UserAcceleration. The first one
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/// is the raw measurement of the acceleration, and takes in account
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/// is the raw measurement of the acceleration, and takes into account
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/// both the earth gravity and the user movement. The others are
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/// more precise: they provide these components separately, which is
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/// usually more useful. In fact they are not direct sensors, they
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