- centerVector2f center [@property setter] 
- centerVector2f center [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- dupView dup [@property getter] 
- Performs a deep copy of the view. 
- rotationfloat rotation [@property setter] 
- The orientation of the view, in degrees. The default rotation is 0 degrees. 
- rotationfloat rotation [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- sizeVector2f size [@property setter] 
- The size of the view. The default size is (1, 1). 
- sizeVector2f size [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- viewportFloatRect viewport [@property setter] 
- viewportFloatRect viewport [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
2D camera that defines what region is shown on screen
View defines a camera in the 2D scene.
This is a very powerful concept: you can scroll, rotate or zoom the entire scene without altering the way that your drawable objects are drawn.
A view is composed of a source rectangle, which defines what part of the 2D scene is shown, and a target viewport, which defines where the contents of the source rectangle will be displayed on the render target (window or texture).
The viewport allows to map the scene to a custom part of the render target, and can be used for split-screen or for displaying a minimap, for example. If the source rectangle has not the same size as the viewport, its contents will be stretched to fit in.
To apply a view, you have to assign it to the render target. Then, every objects drawn in this render target will be affected by the view until you use another view.