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https://github.com/vcmi/vcmi.git
synced 2025-11-23 22:37:55 +02:00
Handle flag color overlay and creature selection overlay separately
Fixes handling of Iron Golem animation from HotA
This commit is contained in:
@@ -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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