void Translate(Real x, Real y);
void ScaleAroundPoint(Real x, Real y, Real scale_amount);
+ void SetBounds(const Rect & new_bounds);
Rect TransformToViewCoords(const Rect& inp) const;
const Rect& GetBounds() const { return m_bounds; }
+
const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }