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package skin
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import (
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"image"
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"image/color"
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)
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// Skin holds the data of a skin that a player has equipped. It includes geometry data, the texture and the
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// cape, if one is present.
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// Skin implements the image.Image interface to ease working with the value as an image.
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type Skin struct {
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w, h int
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// Persona specifies if the skin uses the persona skin system.
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Persona bool
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PlayFabID string
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FullID string
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// Pix holds the raw pixel data of the skin. This is an RGBA byte slice, meaning that every first byte is
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// a Red value, the second a Green value, the third a Blue value and the fourth an Alpha value.
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Pix []uint8
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// ModelConfig specifies how the Model field below should be used to form the total skin.
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ModelConfig ModelConfig
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// Model holds the raw JSON data that represents the model of the skin. If empty, it means the skin holds
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// the standard skin data (geometry.humanoid).
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// TODO: Write a full API for this. The model should be able to be easily modified or created runtime.
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Model []byte
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// Cape holds the cape of the skin. By default, an empty cape is set in the skin. Cape.Exists() may be
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// called to check if the cape actually has any data.
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Cape Cape
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// Animations holds a list of all animations that the skin has. These animations must be pointed to in the
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// ModelConfig, in order to display them on the skin.
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Animations []Animation
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}
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// New creates a new skin using the width and height passed. The dimensions passed must be either 64x32,
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// 64x64 or 128x128. An error is returned if other dimensions are used.
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// The skin pixels are initialised for the skin, and a random skin ID is picked. The model name and model is
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// left empty.
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func New(width, height int) Skin {
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return Skin{
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w: width,
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h: height,
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Pix: make([]uint8, width*height*4),
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}
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}
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// Bounds returns the bounds of the skin. These are either 64x32, 64x64 or 128, depending on the bounds of the
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// skin of the player.
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func (s Skin) Bounds() image.Rectangle {
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return image.Rectangle{
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Max: image.Point{X: s.w, Y: s.h},
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}
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}
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// ColorModel returns color.RGBAModel.
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func (s Skin) ColorModel() color.Model {
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return color.RGBAModel
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}
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// At returns the colour at a given position in the skin. The concrete value of the colour returned is a color.RGBA
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// value.
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// If the x or y values exceed the bounds of the skin, At will panic.
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func (s Skin) At(x, y int) color.Color {
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if x < 0 || y < 0 || x >= s.w || y >= s.h {
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panic("pixel coordinates out of bounds")
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}
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offset := x*4 + s.w*y*4
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return color.RGBA{
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R: s.Pix[offset],
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G: s.Pix[offset+1],
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B: s.Pix[offset+2],
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A: s.Pix[offset+3],
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}
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}
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