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