rotate
using __STD::rotate;
return rotate(__inplace_stable_partition(__first, __middle, __pred,
return rotate(__stable_partition_adaptive(
= rotate(__first_cut, __middle, __second_cut);
= rotate(__first_cut, __middle, __second_cut);
return rotate(__first, __middle, __last);
const trans_affine& rotate(double a);
inline const trans_affine& trans_affine::rotate(double a)
inline const trans_perspective& trans_perspective::rotate(double a)
const trans_perspective& rotate(double a);
inline Vector3 rotate( const Vector3& wAxis, const float angle );
inline Vector3 rotate( const Vector3& wAxis, const float angle );
ServerFont::GetTransformedFace(bool rotate, bool shear) const
if ((rotate && fRotation != 0) || (shear && fShear != 90)) {
FT_Face GetTransformedFace(bool rotate,
gDraw(rotate);
rotate++;
float rotate;
BView* rotate;
while ((rotate = window->FindView("rotate")) != NULL) {
rotate->RotateBy(0.78);
rotate->SetName("rotated");