/****************************************************************************** * 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 #include namespace spine { class SP_API TextureRegion : public SpineObject { friend class MeshAttachment; friend class RegionAttachment; friend class Atlas; friend class AtlasRegion; friend class SkeletonRenderer; RTTI_DECL_NOPARENT public: TextureRegion() : _rendererObject(nullptr), _u(0), _v(0), _u2(0), _v2(0), _regionWidth(0), _regionHeight(0) {}; ~TextureRegion() {}; float getU() const { return _u; }; void setU(float value) { _u = value; } float getV() const { return _v; } void setV(float value) { _v = value; } float getU2() const { return _u2; } void setU2(float value) { _u2 = value; } float getV2() const { return _v2; } void setV2(float value) { _v2 = value; } int getRegionWidth() const { return _regionWidth; }; void setRegionWidth(int value) { _regionWidth = value; } int getRegionHeight() const { return _regionHeight; } void setRegionHeight(int value) { _regionHeight = value; } void *getRendererObject() const { return _rendererObject; } void setRendererObject(void *value) { _rendererObject = value; } private: void *_rendererObject; float _u, _v, _u2, _v2; int _regionWidth, _regionHeight; }; } #endif