mirror of
https://github.com/vcmi/vcmi.git
synced 2025-03-21 21:17:49 +02:00
Handle flag color overlay and creature selection overlay separately
Fixes handling of Iron Golem animation from HotA
This commit is contained in:
parent
ec5d4dbe5d
commit
38bb5a76e6
@ -200,8 +200,8 @@ CreatureAnimation::CreatureAnimation(const AnimationPath & name_, TSpeedControll
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speedController(controller),
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once(false)
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{
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forward = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_OVERLAY);
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reverse = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_OVERLAY);
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forward = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_SELECTION);
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reverse = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_SELECTION);
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// if necessary, add one frame into vcmi-only group DEAD
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if(forward->size(size_t(ECreatureAnimType::DEAD)) == 0)
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@ -407,7 +407,7 @@ std::shared_ptr<CAnimation> MapRendererObjects::getAnimation(const AnimationPath
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if(it != animations.end())
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return it->second;
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auto ret = GH.renderHandler().loadAnimation(filename, enableOverlay ? EImageBlitMode::WITH_SHADOW_AND_OVERLAY : EImageBlitMode::WITH_SHADOW);
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auto ret = GH.renderHandler().loadAnimation(filename, enableOverlay ? EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR: EImageBlitMode::WITH_SHADOW);
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animations[filename] = ret;
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if(generateMovementGroups)
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@ -47,19 +47,23 @@ enum class EImageBlitMode : uint8_t
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WITH_SHADOW,
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/// RGBA, may consist from 3 separate parts: base, shadow, and overlay
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WITH_SHADOW_AND_OVERLAY,
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WITH_SHADOW_AND_SELECTION,
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WITH_SHADOW_AND_FLAG_COLOR,
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/// RGBA, contains only body, with shadow and overlay disabled
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ONLY_BODY,
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ONLY_BODY_HIDE_SELECTION,
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ONLY_BODY_HIDE_FLAG_COLOR,
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/// RGBA, contains only body, with shadow disabled and overlay treated as part of body
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ONLY_BODY_IGNORE_OVERLAY,
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/// RGBA, contains only shadow
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ONLY_SHADOW,
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ONLY_SHADOW_HIDE_SELECTION,
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ONLY_SHADOW_HIDE_FLAG_COLOR,
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/// RGBA, contains only overlay
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ONLY_OVERLAY,
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ONLY_SELECTION,
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ONLY_FLAG_COLOR,
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};
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enum class EScalingAlgorithm : int8_t
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@ -230,6 +230,7 @@ std::shared_ptr<ISharedImage> RenderHandler::loadImageFromFileUncached(const Ima
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if (generated)
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return generated;
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logGlobal->error("Failed to load image %s", locator.image->getOriginalName());
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return std::make_shared<SDLImageShared>(ImagePath::builtin("DEFAULT"));
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}
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@ -292,9 +293,9 @@ std::shared_ptr<SDLImageShared> RenderHandler::loadScaledImage(const ImageLocato
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std::string imagePathString = pathToLoad.getName();
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if(locator.layer == EImageBlitMode::ONLY_OVERLAY)
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if(locator.layer == EImageBlitMode::ONLY_FLAG_COLOR || locator.layer == EImageBlitMode::ONLY_SELECTION)
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imagePathString += "-OVERLAY";
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if(locator.layer == EImageBlitMode::ONLY_SHADOW)
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if(locator.layer == EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION || locator.layer == EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR)
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imagePathString += "-SHADOW";
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if(locator.playerColored.isValidPlayer())
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imagePathString += "-" + boost::to_upper_copy(GameConstants::PLAYER_COLOR_NAMES[locator.playerColored.getNum()]);
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@ -347,7 +348,10 @@ std::shared_ptr<IImage> RenderHandler::loadImage(const AnimationPath & path, int
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if (!locator.empty())
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return loadImage(locator);
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else
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{
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logGlobal->error("Failed to load non-existing image");
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return loadImage(ImageLocator(ImagePath::builtin("DEFAULT"), mode));
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}
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}
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std::shared_ptr<IImage> RenderHandler::loadImage(const ImagePath & path, EImageBlitMode mode)
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@ -97,8 +97,10 @@ void ScalableImageParameters::preparePalette(const SDL_Palette * originalPalette
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{
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switch(blitMode)
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{
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case EImageBlitMode::ONLY_SHADOW:
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case EImageBlitMode::ONLY_OVERLAY:
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case EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR:
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case EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION:
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case EImageBlitMode::ONLY_FLAG_COLOR:
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case EImageBlitMode::ONLY_SELECTION:
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adjustPalette(originalPalette, blitMode, ColorFilter::genAlphaShifter(0), 0);
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break;
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}
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@ -107,37 +109,49 @@ void ScalableImageParameters::preparePalette(const SDL_Palette * originalPalette
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{
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case EImageBlitMode::SIMPLE:
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case EImageBlitMode::WITH_SHADOW:
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case EImageBlitMode::ONLY_SHADOW:
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case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
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case EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR:
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case EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION:
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case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
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case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
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setShadowTransparency(originalPalette, 1.0);
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break;
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case EImageBlitMode::ONLY_BODY:
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case EImageBlitMode::ONLY_BODY_HIDE_SELECTION:
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case EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR:
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case EImageBlitMode::ONLY_BODY_IGNORE_OVERLAY:
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case EImageBlitMode::ONLY_OVERLAY:
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case EImageBlitMode::ONLY_FLAG_COLOR:
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case EImageBlitMode::ONLY_SELECTION:
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setShadowTransparency(originalPalette, 0.0);
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break;
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}
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switch(blitMode)
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{
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case EImageBlitMode::ONLY_OVERLAY:
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case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
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setOverlayColor(originalPalette, Colors::WHITE_TRUE);
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case EImageBlitMode::ONLY_FLAG_COLOR:
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case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
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setOverlayColor(originalPalette, Colors::WHITE_TRUE, false);
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break;
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case EImageBlitMode::ONLY_SHADOW:
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case EImageBlitMode::ONLY_BODY:
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setOverlayColor(originalPalette, Colors::TRANSPARENCY);
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case EImageBlitMode::ONLY_SELECTION:
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case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
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setOverlayColor(originalPalette, Colors::WHITE_TRUE, true);
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break;
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case EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR:
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case EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR:
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setOverlayColor(originalPalette, Colors::TRANSPARENCY, false);
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break;
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case EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION:
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case EImageBlitMode::ONLY_BODY_HIDE_SELECTION:
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setOverlayColor(originalPalette, Colors::TRANSPARENCY, true);
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break;
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}
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}
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void ScalableImageParameters::setOverlayColor(const SDL_Palette * originalPalette, const ColorRGBA & color)
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void ScalableImageParameters::setOverlayColor(const SDL_Palette * originalPalette, const ColorRGBA & color, bool includeShadow)
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{
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palette->colors[5] = CSDL_Ext::toSDL(addColors(targetPalette[5], color));
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for (int i : {6,7})
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if (includeShadow)
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{
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if (colorsSimilar(originalPalette->colors[i], sourcePalette[i]))
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for (int i : {6,7})
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palette->colors[i] = CSDL_Ext::toSDL(addColors(targetPalette[i], color));
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}
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}
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@ -183,7 +197,7 @@ void ScalableImageParameters::setShadowTransparency(const SDL_Palette * original
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void ScalableImageParameters::adjustPalette(const SDL_Palette * originalPalette, EImageBlitMode blitMode, const ColorFilter & shifter, uint32_t colorsToSkipMask)
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{
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// If shadow is enabled, following colors must be skipped unconditionally
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if (blitMode == EImageBlitMode::WITH_SHADOW || blitMode == EImageBlitMode::WITH_SHADOW_AND_OVERLAY)
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if (blitMode == EImageBlitMode::WITH_SHADOW || blitMode == EImageBlitMode::WITH_SHADOW_AND_SELECTION || blitMode == EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR)
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colorsToSkipMask |= (1 << 0) + (1 << 1) + (1 << 4);
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// Note: here we skip first colors in the palette that are predefined in H3 images
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@ -353,7 +367,7 @@ void ScalableImageInstance::setOverlayColor(const ColorRGBA & color)
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parameters.ovelayColorMultiplier = color;
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if (parameters.palette)
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parameters.setOverlayColor(image->getPalette(), color);
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parameters.setOverlayColor(image->getPalette(), color, blitMode == EImageBlitMode::WITH_SHADOW_AND_SELECTION);
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}
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void ScalableImageInstance::playerColored(const PlayerColor & player)
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@ -414,7 +428,7 @@ std::shared_ptr<const ISharedImage> ScalableImageShared::loadOrGenerateImage(EIm
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{
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// optional images for 1x resolution - only try load them, don't attempt to generate
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// this block should never be called for 'body' layer - that image is loaded unconditionally before construction
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assert(mode == EImageBlitMode::ONLY_SHADOW || mode == EImageBlitMode::ONLY_OVERLAY || color != PlayerColor::CANNOT_DETERMINE);
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assert(mode == EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR || mode == EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION || mode == EImageBlitMode::ONLY_FLAG_COLOR || mode == EImageBlitMode::ONLY_SELECTION || color != PlayerColor::CANNOT_DETERMINE);
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return nullptr;
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}
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@ -427,7 +441,7 @@ std::shared_ptr<const ISharedImage> ScalableImageShared::loadOrGenerateImage(EIm
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{
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if (scaling == 1)
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{
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if (mode == EImageBlitMode::ONLY_SHADOW || mode == EImageBlitMode::ONLY_OVERLAY || color != PlayerColor::CANNOT_DETERMINE)
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if (mode == EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR || mode == EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION || mode == EImageBlitMode::ONLY_FLAG_COLOR || mode == EImageBlitMode::ONLY_SELECTION || color != PlayerColor::CANNOT_DETERMINE)
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{
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ScalableImageParameters parameters(getPalette(), mode);
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return loadedImage->scaleInteger(scalingFactor, parameters.palette, mode);
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@ -464,9 +478,13 @@ void ScalableImageShared::loadScaledImages(int8_t scalingFactor, PlayerColor col
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scaled[scalingFactor].body[0] = loadOrGenerateImage(locator.layer, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].body[0]);
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break;
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case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
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case EImageBlitMode::ONLY_BODY:
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scaled[scalingFactor].body[0] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].body[0]);
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case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
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case EImageBlitMode::ONLY_BODY_HIDE_SELECTION:
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scaled[scalingFactor].body[0] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_HIDE_SELECTION, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].body[0]);
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break;
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case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
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case EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR:
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scaled[scalingFactor].body[0] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].body[0]);
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break;
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case EImageBlitMode::WITH_SHADOW:
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@ -486,9 +504,13 @@ void ScalableImageShared::loadScaledImages(int8_t scalingFactor, PlayerColor col
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scaled[scalingFactor].playerColored[1+color.getNum()] = loadOrGenerateImage(locator.layer, scalingFactor, color, scaled[1].playerColored[1+color.getNum()]);
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break;
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case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
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case EImageBlitMode::ONLY_BODY:
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scaled[scalingFactor].playerColored[1+color.getNum()] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY, scalingFactor, color, scaled[1].playerColored[1+color.getNum()]);
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case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
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case EImageBlitMode::ONLY_BODY_HIDE_SELECTION:
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scaled[scalingFactor].playerColored[1+color.getNum()] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_HIDE_SELECTION, scalingFactor, color, scaled[1].playerColored[1+color.getNum()]);
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break;
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case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
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case EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR:
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scaled[scalingFactor].playerColored[1+color.getNum()] = loadOrGenerateImage(EImageBlitMode::ONLY_BODY_HIDE_FLAG_COLOR, scalingFactor, color, scaled[1].playerColored[1+color.getNum()]);
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break;
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case EImageBlitMode::WITH_SHADOW:
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@ -503,9 +525,13 @@ void ScalableImageShared::loadScaledImages(int8_t scalingFactor, PlayerColor col
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switch(locator.layer)
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{
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case EImageBlitMode::WITH_SHADOW:
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case EImageBlitMode::ONLY_SHADOW:
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case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
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scaled[scalingFactor].shadow[0] = loadOrGenerateImage(EImageBlitMode::ONLY_SHADOW, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].shadow[0]);
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case EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION:
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case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
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scaled[scalingFactor].shadow[0] = loadOrGenerateImage(EImageBlitMode::ONLY_SHADOW_HIDE_SELECTION, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].shadow[0]);
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break;
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case EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR:
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case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
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scaled[scalingFactor].shadow[0] = loadOrGenerateImage(EImageBlitMode::ONLY_SHADOW_HIDE_FLAG_COLOR, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].shadow[0]);
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break;
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default:
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break;
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@ -516,9 +542,13 @@ void ScalableImageShared::loadScaledImages(int8_t scalingFactor, PlayerColor col
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{
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switch(locator.layer)
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{
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case EImageBlitMode::ONLY_OVERLAY:
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case EImageBlitMode::WITH_SHADOW_AND_OVERLAY:
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scaled[scalingFactor].overlay[0] = loadOrGenerateImage(EImageBlitMode::ONLY_OVERLAY, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].overlay[0]);
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case EImageBlitMode::ONLY_FLAG_COLOR:
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case EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR:
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scaled[scalingFactor].overlay[0] = loadOrGenerateImage(EImageBlitMode::ONLY_FLAG_COLOR, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].overlay[0]);
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break;
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case EImageBlitMode::ONLY_SELECTION:
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case EImageBlitMode::WITH_SHADOW_AND_SELECTION:
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scaled[scalingFactor].overlay[0] = loadOrGenerateImage(EImageBlitMode::ONLY_SELECTION, scalingFactor, PlayerColor::CANNOT_DETERMINE, scaled[1].overlay[0]);
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break;
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default:
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break;
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@ -39,7 +39,7 @@ struct ScalableImageParameters : boost::noncopyable
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void setShadowTransparency(const SDL_Palette * originalPalette, float factor);
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void shiftPalette(const SDL_Palette * originalPalette, uint32_t firstColorID, uint32_t colorsToMove, uint32_t distanceToMove);
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void playerColored(PlayerColor player);
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void setOverlayColor(const SDL_Palette * originalPalette, const ColorRGBA & color);
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void setOverlayColor(const SDL_Palette * originalPalette, const ColorRGBA & color, bool includeShadow);
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void preparePalette(const SDL_Palette * originalPalette, EImageBlitMode blitMode);
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void adjustPalette(const SDL_Palette * originalPalette, EImageBlitMode blitMode, const ColorFilter & shifter, uint32_t colorsToSkipMask);
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};
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@ -195,12 +195,12 @@ CAnimImage::CAnimImage(const AnimationPath & name, size_t Frame, size_t Group, i
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{
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pos.x += x;
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pos.y += y;
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anim = GH.renderHandler().loadAnimation(name, (Flags & CCreatureAnim::CREATURE_MODE) ? EImageBlitMode::WITH_SHADOW_AND_OVERLAY : EImageBlitMode::COLORKEY);
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anim = GH.renderHandler().loadAnimation(name, (Flags & CCreatureAnim::CREATURE_MODE) ? EImageBlitMode::WITH_SHADOW_AND_SELECTION: EImageBlitMode::COLORKEY);
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init();
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}
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CAnimImage::CAnimImage(const AnimationPath & name, size_t Frame, Rect targetPos, size_t Group, ui8 Flags):
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anim(GH.renderHandler().loadAnimation(name, (Flags & CCreatureAnim::CREATURE_MODE) ? EImageBlitMode::WITH_SHADOW_AND_OVERLAY : EImageBlitMode::COLORKEY)),
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anim(GH.renderHandler().loadAnimation(name, (Flags & CCreatureAnim::CREATURE_MODE) ? EImageBlitMode::WITH_SHADOW_AND_SELECTION : EImageBlitMode::COLORKEY)),
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frame(Frame),
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group(Group),
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flags(Flags),
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@ -318,7 +318,7 @@ bool CAnimImage::isPlayerColored() const
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}
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CShowableAnim::CShowableAnim(int x, int y, const AnimationPath & name, ui8 Flags, ui32 frameTime, size_t Group, uint8_t alpha):
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anim(GH.renderHandler().loadAnimation(name, (Flags & CREATURE_MODE) ? EImageBlitMode::WITH_SHADOW_AND_OVERLAY : EImageBlitMode::COLORKEY)),
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anim(GH.renderHandler().loadAnimation(name, (Flags & CREATURE_MODE) ? EImageBlitMode::WITH_SHADOW_AND_SELECTION : EImageBlitMode::COLORKEY)),
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group(Group),
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frame(0),
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first(0),
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