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More robust management of body/shadow/overlay split
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@@ -9,18 +9,11 @@
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*/
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#pragma once
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#include "IImage.h"
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#include "../../lib/filesystem/ResourcePath.h"
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#include "../../lib/constants/EntityIdentifiers.h"
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enum class EImageLayer
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{
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ALL,
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BODY,
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SHADOW,
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OVERLAY,
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};
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struct ImageLocator
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{
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std::optional<ImagePath> image;
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@@ -28,13 +21,13 @@ struct ImageLocator
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int defFrame = -1;
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int defGroup = -1;
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PlayerColor playerColored = PlayerColor::CANNOT_DETERMINE;
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PlayerColor playerColored = PlayerColor::CANNOT_DETERMINE; // FIXME: treat as identical to blue to avoid double-loading?
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bool verticalFlip = false;
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bool horizontalFlip = false;
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int8_t scalingFactor = 0; // 0 = auto / use default scaling
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int8_t preScaledFactor = 1;
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EImageLayer layer = EImageLayer::ALL;
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EImageBlitMode layer = EImageBlitMode::OPAQUE;
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ImageLocator() = default;
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ImageLocator(const AnimationPath & path, int frame, int group);
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