implement overlays for skins (skin layers)
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@ -148,38 +148,37 @@ public class Skin {
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/**
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/**
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* Skin postions
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* Skin postions
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*/
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*/
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HEAD(8, 8, 8, 8, null),
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HEAD(8, 8, 8, 8, false),
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HEAD_TOP(8, 0, 8, 8, null),
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HEAD_TOP(8, 0, 8, 8, false),
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HEAD_FRONT(8, 8, 8, 8, null),
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HEAD_FRONT(8, 8, 8, 8, false),
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HEAD_RIGHT(0, 8, 8, 8, null),
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HEAD_RIGHT(0, 8, 8, 8, false),
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BODY(20, 20, 8, 12, null),
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BODY(20, 20, 8, 12, false),
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BODY_BACK(20, 36, 8, 12, null),
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BODY_BACK(20, 36, 8, 12, false),
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BODY_LEFT(32, 52, 8, 12, null),
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BODY_LEFT(32, 52, 8, 12, false),
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BODY_RIGHT(44, 20, 8, 12, null),
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BODY_RIGHT(44, 20, 8, 12, false),
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RIGHT_ARM(44, 20, 4, 12, null),
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RIGHT_ARM(44, 20, 4, 12, false),
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LEFT_ARM(36, 52, 4, 12, new LegacyPartPositionData(43, 20, true)),
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LEFT_ARM(36, 52, 4, 12, true),
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RIGHT_LEG(4, 20, 4, 12, null),
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RIGHT_LEG(4, 20, 4, 12, false),
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LEFT_LEG(20, 52, 4, 12, new LegacyPartPositionData(3, 20, true)),
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LEFT_LEG(20, 52, 4, 12, true),
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/**
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/**
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* Skin overlay (layer) positions
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* Skin overlay (layer) positions
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*/
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*/
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// todo: finish these below
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HEAD_OVERLAY_TOP(40, 0, 8, 8, false),
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HEAD_OVERLAY_TOP(40, 0, 8, 8, null),
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HEAD_OVERLAY_FRONT(40, 8, 8, 8, false),
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HEAD_OVERLAY_FRONT(40, 8, 8, 8, null),
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HEAD_OVERLAY_RIGHT(32, 8, 8, 8, false),
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HEAD_OVERLAY_RIGHT(32, 8, 8, 8, null),
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HEAD_OVERLAY_LEFT(48, 8, 8, 8, false),
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HEAD_OVERLAY_LEFT(48, 8, 8, 8, null),
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BODY_OVERLAY_FRONT(20, 36, 8, 12, null),
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BODY_OVERLAY_FRONT(20, 36, 8, 12, false),
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RIGHT_ARM_OVERLAY(44, 36, 8, 12, null),
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RIGHT_ARM_OVERLAY(44, 36, 8, 12, false),
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LEFT_ARM_OVERLAY(52, 52, 8, 12, null),
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LEFT_ARM_OVERLAY(52, 52, 8, 12, false),
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RIGHT_LEG_OVERLAY(4, 36, 4, 12, null),
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RIGHT_LEG_OVERLAY(4, 36, 4, 12, false),
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LEFT_LEG_OVERLAY(4, 52, 20, 12, null);
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LEFT_LEG_OVERLAY(4, 52, 20, 12, false);
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/**
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/**
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* The x, and y position of the part.
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* The x, and y position of the part.
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@ -192,23 +191,9 @@ public class Skin {
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private final int width, height;
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private final int width, height;
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/*
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/*
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* The part position data for legacy skins.
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* Should the part be flipped horizontally?
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* This can be null to use the default position.
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*/
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*/
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private final LegacyPartPositionData legacyData;
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private final boolean flipped;
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}
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@AllArgsConstructor @Getter
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public static class LegacyPartPositionData {
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/**
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* The x, and y position of the part.
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*/
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private int x, y;
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/**
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* Should the part be flipped?
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*/
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private boolean flipped;
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}
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}
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/**
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/**
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@ -44,19 +44,14 @@ public abstract class SkinRenderer {
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if (skinImage == null) {
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if (skinImage == null) {
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return null;
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return null;
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}
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}
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BufferedImage part;
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int width = skin.getModel() == Skin.Model.SLIM && position.name().contains("ARM") ? position.getWidth() - 1 : position.getWidth();
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Skin.LegacyPartPositionData legacyData = position.getLegacyData();
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BufferedImage part = skinImage.getSubimage(position.getX(), position.getY(), width, position.getHeight());
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if (skin.isLegacy() && legacyData != null) {
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part = skinImage.getSubimage(legacyData.getX(), legacyData.getY(), position.getWidth(), position.getHeight());
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if (legacyData.isFlipped()) {
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part = ImageUtils.flip(part);
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}
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} else {
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part = skinImage.getSubimage(position.getX(), position.getY(), position.getWidth(), position.getHeight());
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}
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if (part == null) {
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if (part == null) {
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return null;
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return null;
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}
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}
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if (position.isFlipped()) { // Flip the part horizontally
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part = ImageUtils.flip(part);
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}
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return ImageUtils.resize(part, scale);
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return ImageUtils.resize(part, scale);
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} catch (Exception ex) {
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} catch (Exception ex) {
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return null;
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return null;
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@ -32,15 +32,18 @@ public class BodyRenderer extends SkinRenderer {
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BufferedImage leftLeg = this.getSkinPart(skin, Skin.PartPosition.LEFT_LEG, 1);
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BufferedImage leftLeg = this.getSkinPart(skin, Skin.PartPosition.LEFT_LEG, 1);
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if (renderOverlay) { // Render the skin layers
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if (renderOverlay) { // Render the skin layers
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Graphics2D overlayGraphics = head.createGraphics();
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applyOverlay(head.createGraphics(), this.getSkinPart(skin, Skin.PartPosition.HEAD_OVERLAY_FRONT, 1));
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applyOverlay(body.createGraphics(), this.getSkinPart(skin, Skin.PartPosition.BODY_OVERLAY_FRONT, 1));
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applyOverlay(overlayGraphics, this.getSkinPart(skin, Skin.PartPosition.HEAD_OVERLAY_FRONT, 1));
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applyOverlay(rightArm.createGraphics(), this.getSkinPart(skin, Skin.PartPosition.RIGHT_ARM_OVERLAY, 1));
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applyOverlay(leftArm.createGraphics(), this.getSkinPart(skin, Skin.PartPosition.LEFT_ARM_OVERLAY, 1));
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applyOverlay(rightLeg.createGraphics(), this.getSkinPart(skin, Skin.PartPosition.RIGHT_LEG_OVERLAY, 1));
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applyOverlay(leftLeg.createGraphics(), this.getSkinPart(skin, Skin.PartPosition.LEFT_LEG_OVERLAY, 1));
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}
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}
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// Draw the body
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// Draw the body
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graphics.drawImage(head, 4, 0, null);
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graphics.drawImage(head, 4, 0, null);
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graphics.drawImage(body, 4, 8, null);
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graphics.drawImage(body, 4, 8, null);
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graphics.drawImage(rightArm, 0, 8, null);
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graphics.drawImage(rightArm, skin.getModel() == Skin.Model.SLIM ? 1 : 0, 8, null);
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graphics.drawImage(leftArm, 12, 8, null);
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graphics.drawImage(leftArm, 12, 8, null);
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graphics.drawImage(rightLeg, 4, 20, null);
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graphics.drawImage(rightLeg, 4, 20, null);
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graphics.drawImage(leftLeg, 8, 20, null);
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graphics.drawImage(leftLeg, 8, 20, null);
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