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https://github.com/webbukkit/dynmap.git
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Add support for 2nd layer on body mode player icons
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@ -58,6 +58,42 @@ public class PlayerFaces {
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}
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}
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private void copyLayersToTarget(BufferedImage srcimg, int layer1x, int layer1y, int layer2x, int layer2y, int w, int h, int[] dest, int destoff, int destscansize)
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{
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int[] l1 = new int[w * h];
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int[] l2 = new int[w * h];
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// Read layer 1
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srcimg.getRGB(layer1x, layer1y, w, h, l1, 0, w);
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// Read layer 2
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srcimg.getRGB(layer2x, layer2y, w, h, l2, 0, w);
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// Apply layer1 to layer 1
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boolean transp = false;
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int v = l2[0];
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for (int i = 0; i < (w*h); i++) {
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if ((l2[i] & 0xFF000000) == 0) {
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transp = true;
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break;
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}
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/* If any different values, render face too */
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else if (l2[i] != v) {
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transp = true;
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break;
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}
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}
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if(transp) {
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for (int i = 0; i < (w*h); i++) {
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if ((l2[i] & 0xFF000000) != 0)
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l1[i] = l2[i];
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}
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}
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// Write to dest
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for (int y = 0; y < h; y++) {
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for (int x = 0; x < w; x++) {
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dest[destoff + (y*destscansize + x)] = l1[(y*w)+x];
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}
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}
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}
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private class LoadPlayerImages implements Runnable {
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public final String playername;
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public final String playerskinurl;
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@ -108,28 +144,8 @@ public class PlayerFaces {
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int[] faceaccessory = new int[64]; /* 8x8 of face accessory */
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/* Get buffered image for face at 8x8 */
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DynmapBufferedImage face8x8 = DynmapBufferedImage.allocateBufferedImage(8, 8);
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img.getRGB(8, 8, 8, 8, face8x8.argb_buf, 0, 8); /* Read face from image */
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img.getRGB(40, 8, 8, 8, faceaccessory, 0, 8); /* Read face accessory from image */
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/* Apply accessory to face: see if anything is transparent (if so, apply accessory */
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boolean transp = false;
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int v = faceaccessory[0];
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for(int i = 0; i < 64; i++) {
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if((faceaccessory[i] & 0xFF000000) == 0) {
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transp = true;
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break;
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}
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/* If any different values, render face too */
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else if(faceaccessory[i] != v) {
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transp = true;
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break;
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}
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}
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if(transp) {
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for(int i = 0; i < 64; i++) {
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if((faceaccessory[i] & 0xFF000000) != 0)
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face8x8.argb_buf[i] = faceaccessory[i];
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}
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}
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// Copy face and overlay to icon
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copyLayersToTarget(img, 8, 8, 40, 8, 8, 8, face8x8.argb_buf, 0, 8);
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/* Write 8x8 file */
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if(refreshskins || (!has_8x8)) {
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BufferOutputStream bos = ImageIOManager.imageIOEncode(face8x8.buf_img, ImageFormat.FORMAT_PNG);
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@ -179,14 +195,14 @@ public class PlayerFaces {
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body32x32.argb_buf[i*32+j+12] = face8x8.argb_buf[i*8 + j];
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}
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}
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/* Copy body at 12,8 to 20,20 */
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img.getRGB(20, 20, 8, 12, body32x32.argb_buf, 8*32+12, 32); /* Read body from image */
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/* Copy legs at 12,20 to 16,32 and 16,20 to 20,32 */
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img.getRGB(4, 20, 4, 12, body32x32.argb_buf, 20*32+12, 32); /* Read right leg from image */
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img.getRGB(4, 20, 4, 12, body32x32.argb_buf, 20*32+16, 32); /* Read left leg from image */
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/* Copy arms at 8,8 to 12,20 and 20,8 to 24,20 */
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img.getRGB(44, 20, 4, 12, body32x32.argb_buf, 8*32+8, 32); /* Read right leg from image */
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img.getRGB(44, 20, 4, 12, body32x32.argb_buf, 8*32+20, 32); /* Read left leg from image */
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/* Copy body at 20, 20 and chest at to 20, 36 to 12,8 */
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copyLayersToTarget(img, 20, 20, 20, 36, 8, 12, body32x32.argb_buf, 8*32+12, 32);
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/* Copy legs at 4,20 and 4,366 to 20,12; 44,20 and 44,36 to 20,16 */
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copyLayersToTarget(img, 4, 20, 4,36, 8, 12, body32x32.argb_buf, 20*32+12, 32);
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copyLayersToTarget(img, 20, 52, 4, 52, 8, 12, body32x32.argb_buf, 20*32+16, 32);
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/* Copy arms at 44, 20 and 8,8 to 12,20 and 20,8 to 24,20 */
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copyLayersToTarget(img, 44, 20, 44, 36, 8, 12, body32x32.argb_buf, 8*32+8, 32);
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copyLayersToTarget(img, 36, 52, 52, 52, 8, 12, body32x32.argb_buf, 8*32+20, 32);
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BufferOutputStream bos = ImageIOManager.imageIOEncode(body32x32.buf_img, ImageFormat.FORMAT_PNG);
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if (bos != null) {
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