加入5套spine官方运行时
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_Atlas_h
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#define Spine_Atlas_h
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#include <spine/Array.h>
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#include <spine/Extension.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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#include <spine/HasRendererObject.h>
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#include "TextureRegion.h"
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#include "spine/MeshAttachment.h"
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#include "spine/RegionAttachment.h"
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namespace spine {
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enum Format {
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Format_Alpha,
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Format_Intensity,
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Format_LuminanceAlpha,
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Format_RGB565,
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Format_RGBA4444,
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Format_RGB888,
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Format_RGBA8888
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};
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// Our TextureFilter collides with UE4's TextureFilter in unity builds. We rename
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// TextureFilter to SpineTextureFilter in UE4.
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#ifdef SPINE_UE4
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enum SpineTextureFilter {
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TextureFilter_Unknown,
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TextureFilter_Nearest,
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TextureFilter_Linear,
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TextureFilter_MipMap,
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TextureFilter_MipMapNearestNearest,
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TextureFilter_MipMapLinearNearest,
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TextureFilter_MipMapNearestLinear,
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TextureFilter_MipMapLinearLinear
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};
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#else
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enum TextureFilter {
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TextureFilter_Unknown,
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TextureFilter_Nearest,
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TextureFilter_Linear,
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TextureFilter_MipMap,
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TextureFilter_MipMapNearestNearest,
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TextureFilter_MipMapLinearNearest,
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TextureFilter_MipMapNearestLinear,
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TextureFilter_MipMapLinearLinear
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};
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#endif
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enum TextureWrap {
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TextureWrap_MirroredRepeat,
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TextureWrap_ClampToEdge,
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TextureWrap_Repeat
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};
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class SP_API AtlasPage : public SpineObject {
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public:
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String name;
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String texturePath;
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Format format;
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#ifdef SPINE_UE4
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SpineTextureFilter minFilter;
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SpineTextureFilter magFilter;
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#else
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TextureFilter minFilter;
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TextureFilter magFilter;
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#endif
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TextureWrap uWrap;
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TextureWrap vWrap;
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int width, height;
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bool pma;
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int index;
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void *texture;
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explicit AtlasPage(const String &inName)
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: name(inName), format(Format_RGBA8888), minFilter(TextureFilter_Nearest), magFilter(TextureFilter_Nearest),
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uWrap(TextureWrap_ClampToEdge), vWrap(TextureWrap_ClampToEdge), width(0), height(0), pma(false), index(0), texture(nullptr) {
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}
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};
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class SP_API AtlasRegion : public TextureRegion {
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friend class Atlas;
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friend class RegionAttachment;
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friend class MeshAttachment;
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RTTI_DECL
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public:
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AtlasRegion()
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: TextureRegion(), _page(nullptr), _name(""), _index(0), _x(0), _y(0), _offsetX(0), _offsetY(0), _packedWidth(0), _packedHeight(0),
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_originalWidth(0), _originalHeight(0), _rotate(false), _degrees(0) {
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}
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~AtlasRegion() {
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}
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AtlasPage *getPage() const {
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return _page;
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}
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const String &getName() const {
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return _name;
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}
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int getIndex() const {
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return _index;
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}
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int getX() const {
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return _x;
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}
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int getY() const {
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return _y;
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}
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float getOffsetX() const {
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return _offsetX;
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}
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float getOffsetY() const {
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return _offsetY;
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}
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int getPackedWidth() const {
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return _packedWidth;
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}
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int getPackedHeight() const {
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return _packedHeight;
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}
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int getOriginalWidth() const {
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return _originalWidth;
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}
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int getOriginalHeight() const {
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return _originalHeight;
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}
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bool getRotate() const {
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return _rotate;
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}
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int getDegrees() const {
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return _degrees;
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}
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Array<int> &getSplits() {
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return _splits;
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}
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Array<int> &getPads() {
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return _pads;
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}
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Array<String> &getNames() {
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return _names;
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}
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Array<float> &getValues() {
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return _values;
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}
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void setPage(AtlasPage *value) {
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_page = value;
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}
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void setName(const String &value) {
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_name = value;
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}
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void setIndex(int value) {
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_index = value;
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}
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void setX(int value) {
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_x = value;
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}
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void setY(int value) {
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_y = value;
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}
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void setOffsetX(float value) {
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_offsetX = value;
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}
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void setOffsetY(float value) {
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_offsetY = value;
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}
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void setPackedWidth(int value) {
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_packedWidth = value;
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}
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void setPackedHeight(int value) {
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_packedHeight = value;
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}
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void setOriginalWidth(int value) {
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_originalWidth = value;
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}
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void setOriginalHeight(int value) {
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_originalHeight = value;
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}
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void setRotate(bool value) {
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_rotate = value;
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}
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void setDegrees(int value) {
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_degrees = value;
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}
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void setSplits(const Array<int> &value) {
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_splits = value;
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}
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void setPads(const Array<int> &value) {
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_pads = value;
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}
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void setNames(const Array<String> &value) {
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_names = value;
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}
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void setValues(const Array<float> &value) {
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_values = value;
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}
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private:
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AtlasPage *_page;
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String _name;
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int _index;
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int _x, _y;
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float _offsetX, _offsetY;
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int _packedWidth, _packedHeight;
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int _originalWidth, _originalHeight;
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bool _rotate;
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int _degrees;
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Array<int> _splits;
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Array<int> _pads;
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Array<String> _names;
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Array<float> _values;
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};
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class TextureLoader;
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class SP_API Atlas : public SpineObject {
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public:
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Atlas(const String &path, TextureLoader *textureLoader, bool createTexture = true);
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Atlas(const char *data, int length, const char *dir, TextureLoader *textureLoader, bool createTexture = true);
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~Atlas();
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void flipV();
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/// Returns the first region found with the specified name. This method uses String comparison to find the region, so the result
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/// should be cached rather than calling this method multiple times.
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/// @return The region, or nullptr.
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AtlasRegion *findRegion(const String &name);
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Array<AtlasPage *> &getPages();
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Array<AtlasRegion *> &getRegions();
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private:
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Array<AtlasPage *> _pages;
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Array<AtlasRegion *> _regions;
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TextureLoader *_textureLoader;
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void load(const char *begin, int length, const char *dir, bool createTexture);
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};
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}// namespace spine
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#endif /* Spine_Atlas_h */
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