/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef Spine_TextureRegion_h #define Spine_TextureRegion_h #include namespace spine { class SP_API TextureRegion : public SpineObject { public: void *rendererObject; float u, v, u2, v2; int degrees; float offsetX, offsetY; int width, height; int originalWidth, originalHeight; TextureRegion(): rendererObject(NULL), u(0), v(0), u2(0), v2(0), degrees(0), offsetX(0), offsetY(0), width(0), height(0), originalWidth(0), originalHeight(0) {}; ~TextureRegion() {}; float getU() { return u; }; float getV() { return v; }; float getU2() { return u2; }; float getV2() { return v2; }; int getDegrees() { return degrees; }; float getOffsetX() { return offsetX; }; float getOffsetY() { return offsetY; }; int getRegionWidth() { return width; }; int getRegionHeight() { return height; }; int getOriginalWidth() { return originalWidth; }; int getOriginalHeight() { return originalHeight; }; }; } #endif