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3.0 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>
#include <spine/RTTI.h>
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