text: #include "Box.h"
  
  namespace sen {
  	Box::Box(const sf::Vector2f & size)
  	{
  		setSize(size);
  		setOrigin(getSize() / 2.f);
  	}
  	Box::Box(const sf::Vector2f & size, const sf::Vector2f & pos)
  	{
  		setSize(size);
  		setPosition(pos);
  		setOrigin(getSize() / 2.f);
  	}
  	void Box::render(sf::RenderTarget & target)
  	{
  		target.draw(*this);
  	}
  	void Box::setOriginMode(OriginMode mode)
  	{
  		if (m_originMode == mode)
  			return;
  
  		m_originMode = mode;
  		if (m_originMode == OriginMode::CENTER)
  			setOrigin(getSize() / 2.f);
  		else
  			setOrigin(0.f, 0.f);
  	}
  	void Box::setSize(const sf::Vector2f & size)
  	{
  		sf::RectangleShape::setSize(size);
  		if (m_originMode == OriginMode::CENTER)
  			setOrigin(getSize() / 2.f);
  	}
  
  	void Box::setPosition(float x, float y, float speed)
  	{
  		sen::Transformable::setPosition(x, y, speed);
  	}
  
  	void Box::setPosition(float x, float y)
  	{
  		sf::Transformable::setPosition(x, y);
  	}
  
  	void Box::setPosition(const sf::Vector2f & pos)
  	{
  		sf::Transformable::setPosition(pos);
  	}
  
  	void Box::setPosition(const sf::Vector2f & pos, float speed)
  	{
  		sen::Transformable::setPosition(pos, speed);
  	}
  
  	const sf::Vector2f & Box::getPosition() const
  	{
  		return sf::Transformable::getPosition();
  	}
  
  	void Box::move(float x, float y)
  	{
  		sf::Transformable::move(x, y);
  	}
  
  	void Box::move(const sf::Vector2f & vect)
  	{
  		sf::Transformable::move(vect);
  	}
  
  	/*void Box::blurBackground(float ammount, sf::RenderWindow &window)
  	{
  		texture = new sf::Texture();
  		texture->create(Application::getInitialWindowSize().x, Application::getInitialWindowSize().y);
  		texture->update(window);
  
  		setTexture(texture);
  		setTextureRect(sf::IntRect((sf::Vector2i)getPosition(), (sf::Vector2i)getSize()));
  
  		shader = new sf::Shader();
  		shader->loadFromFile("Shaders/blur.frag", sf::Shader::Fragment);
  		shader->setUniform("blur_radius", ammount);
  		shader->setUniform("texture", texture);
  	}*/
  }
  