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								using System.IO;
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								namespace Aseprite
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								{
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								    public enum ColorDepth : ushort
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								    {
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								        RGBA = 32,
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								        Grayscale = 16,
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								        Indexed = 8
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								    }
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								    public class Header
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								    {
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								        public uint FileSize { get; private set; }
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								        public ushort MagicNumber { get; private set; }
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								        public ushort Frames { get; private set; }
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								        public ushort Width { get; private set; }
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								        public ushort Height { get; private set; }
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								        public ColorDepth ColorDepth { get; private set; }
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								        public uint Flags { get; private set; }
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								        public ushort Speed { get; private set; }
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								        public byte TransparentIndex { get; private set; }
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								        public ushort ColorCount { get; private set; }
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								        public byte PixelWidth { get; private set; }
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								        public byte PixelHeight { get; private set; }
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								        public Header(byte[] header)
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								        {
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								            if (header.Length != 128)
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								                return;
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								            Stream stream = new MemoryStream(header);
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								            BinaryReader reader = new BinaryReader(stream);
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								            FileSize = reader.ReadUInt32();         // File size
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								            MagicNumber = reader.ReadUInt16();      // Magic number (0xA5E0)
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								            Frames = reader.ReadUInt16();           // Frames
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								            Width = reader.ReadUInt16();            // Width in pixels
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								            Height = reader.ReadUInt16();           // Height in pixels
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								            ColorDepth = (ColorDepth)reader.ReadUInt16();       // Color depth (bits per pixel) [32 bpp = RGBA, 16 bpp = Grayscale, 8 bpp Indexed]
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								            Flags = reader.ReadUInt32();            // Flags: 1 = Layer opacity has valid value
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								            Speed = reader.ReadUInt16();            // Speed (milliseconds between frame, like in FLC files) DEPRECATED: You should use the frame duration field from each frame header
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								            reader.ReadUInt32();                    // Set be 0
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								            reader.ReadUInt32();                    // Set be 0
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								            TransparentIndex = reader.ReadByte();   // Palette entry (index) which represent transparent color in all non-background layers (only for Indexed sprites)
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								            reader.ReadBytes(3);                    // Ignore these bytes
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								            ColorCount = reader.ReadUInt16();       // Number of colors (0 means 256 for old sprites)
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								            PixelWidth = reader.ReadByte();         // Pixel width (pixel ratio is "pixel width/pixel height"). If pixel height field is zero, pixel ratio is 1:1
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								            PixelHeight = reader.ReadByte();        // Pixel height
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								            reader.ReadBytes(92);                   // For future
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								        }
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								    }
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								}
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