81 lines
3.4 KiB
C++

/******************************************************************************
* 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 <spine/Array.h>
namespace spine {
class SP_API TextureRegion : public SpineObject {
friend class MeshAttachment;
friend class RegionAttachment;
friend class Atlas;
friend class AtlasRegion;
friend class SkeletonRenderer;
public:
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() 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 getDegrees() const { return _degrees; }
void setDegrees(int value) { _degrees = value; }
float getOffsetX() const { return _offsetX; }
void setOffsetX(float value) { _offsetX = value; }
float getOffsetY() const { return _offsetY; }
void setOffsetY(float value) { _offsetY = value; }
int getRegionWidth() const { return _width; };
void setRegionWidth(int value) { _width = value; }
int getRegionHeight() const { return _height; }
void setRegionHeight(int value) { _height = value; }
int getOriginalWidth() const { return _originalWidth; };
void setOriginalWidth(int value) { _originalWidth = value; }
int getOriginalHeight() const { return _originalHeight; };
void setOriginalHeight(int value) { _originalHeight = value; }
private:
void *_rendererObject;
float _u, _v, _u2, _v2;
int _degrees;
float _offsetX, _offsetY;
int _width, _height;
int _originalWidth, _originalHeight;
};
}
#endif