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