+ void ScaleAroundPoint(Real x, Real y, Real scale_amount);
+
+ 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; }
+ void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }