2025-07-13 04:23:57 +02:00

63 lines
2.7 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 {
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() const { return u; };
float getV() const { return v; };
float getU2() const { return u2; };
float getV2() const { return v2; };
int getDegrees() const { return degrees; };
float getOffsetX() const { return offsetX; };
float getOffsetY() const { return offsetY; };
int getRegionWidth() const { return width; };
int getRegionHeight() const { return height; };
int getOriginalWidth() const { return originalWidth; };
int getOriginalHeight() const { return originalHeight; };
};
}
#endif