It would be nice if you could describe your actual problem. All I see in your first post is "is the documentation correct?", but you don't describe what you do, and what results you get. A complete and minimal code that reproduces the problem would be perfect. And yes, first make sure that your version is not too old.
I am using the SFML 2.0 rc. I'm not quite sure how to check what exact version I have.
It isn't exactly a big problem it merely complicates my calculation during rotation of objects. What I merely meant it that a sprite which is rotated above 360 degrees or below 0 degrees will, when you call its getRotation function, return precisely that, a value above 360 or below 0.
Since the documentation explicitly states that the value returned by getRotation would be between 0 and 360, I merely wondered whether you should change that statement in the documentation as it is not (to my experience)correct.
(or include this code in the rotate/getRotation function)
if(this->getRotation() >= 360)
{
this->rotate(-360);
}
else if(this->getRotation() < 0)
{
this->rotate(360);
}
The problem itself is easily replicable, just create a sprite, rotate it and print its rotation(using the getRotation function).
EDIT: I just looked over the first post/thread name and saw how sloppy it looked. Very sorry for that.