Move ColorShift traits into the main repo.
This commit is contained in:
84
OpenRA.Mods.Common/Traits/Palettes/ColorPickerColorShift.cs
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84
OpenRA.Mods.Common/Traits/Palettes/ColorPickerColorShift.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Create a color picker palette from another palette.")]
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sealed class ColorPickerColorShiftInfo : TraitInfo
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{
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[PaletteReference]
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[FieldLoader.Require]
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[Desc("The name of the palette to base off.")]
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public readonly string BasePalette = null;
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[Desc("Hues between this and MaxHue will be shifted.")]
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public readonly float MinHue = 0.29f;
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[Desc("Hues between MinHue and this will be shifted.")]
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public readonly float MaxHue = 0.37f;
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[Desc("Hue reference for the color shift.")]
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public readonly float ReferenceHue = 0.33f;
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[Desc("Saturation reference for the color shift.")]
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public readonly float ReferenceSaturation = 0.925f;
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[Desc("Value reference for the color shift.")]
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public readonly float ReferenceValue = 0.95f;
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public override object Create(ActorInitializer init) { return new ColorPickerColorShift(this); }
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}
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sealed class ColorPickerColorShift : ILoadsPalettes, ITickRender
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{
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readonly ColorPickerColorShiftInfo info;
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Color color;
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Color preferredColor;
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public ColorPickerColorShift(ColorPickerColorShiftInfo info)
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{
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this.info = info;
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// All users need to use the same TraitInfo instance, chosen as the default mod rules
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var colorManager = Game.ModData.DefaultRules.Actors[SystemActors.World].TraitInfo<IColorPickerManagerInfo>();
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colorManager.OnColorPickerColorUpdate += c => preferredColor = c;
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preferredColor = Game.Settings.Player.Color;
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}
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void ILoadsPalettes.LoadPalettes(WorldRenderer wr)
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{
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color = preferredColor;
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var (r, g, b) = color.ToLinear();
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var (h, s, v) = Color.RgbToHsv(r, g, b);
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wr.SetPaletteColorShift(info.BasePalette,
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h - info.ReferenceHue, s - info.ReferenceSaturation, v / info.ReferenceValue,
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info.MinHue, info.MaxHue);
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}
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void ITickRender.TickRender(WorldRenderer wr, Actor self)
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{
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if (color == preferredColor)
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return;
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color = preferredColor;
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var (r, g, b) = color.ToLinear();
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var (h, s, v) = Color.RgbToHsv(r, g, b);
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wr.SetPaletteColorShift(info.BasePalette,
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h - info.ReferenceHue, s - info.ReferenceSaturation, v / info.ReferenceValue,
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info.MinHue, info.MaxHue);
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}
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}
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}
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66
OpenRA.Mods.Common/Traits/Palettes/FixedColorShift.cs
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66
OpenRA.Mods.Common/Traits/Palettes/FixedColorShift.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Mobius.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Apply a fixed color shift to a palette. Use this to add RGBA compatibility to FixedColorPalette.")]
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public class FixedColorShiftInfo : TraitInfo
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{
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[PaletteReference]
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[FieldLoader.Require]
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[Desc("The name of the palette to base off.")]
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public readonly string BasePalette = null;
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[Desc("The fixed color to remap.")]
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public readonly Color Color;
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[Desc("Hues between this and MaxHue will be shifted.")]
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public readonly float MinHue = 0.29f;
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[Desc("Hues between MinHue and this will be shifted.")]
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public readonly float MaxHue = 0.37f;
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[Desc("Hue reference for the color shift.")]
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public readonly float ReferenceHue = 0.33f;
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[Desc("Saturation reference for the color shift.")]
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public readonly float ReferenceSaturation = 0.925f;
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[Desc("Value reference for the color shift.")]
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public readonly float ReferenceValue = 0.95f;
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public override object Create(ActorInitializer init) { return new FixedColorShift(this); }
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}
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public class FixedColorShift : ILoadsPalettes
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{
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readonly FixedColorShiftInfo info;
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public FixedColorShift(FixedColorShiftInfo info)
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{
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this.info = info;
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}
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public void LoadPalettes(WorldRenderer wr)
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{
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var (r, g, b) = info.Color.ToLinear();
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var (h, s, v) = Color.RgbToHsv(r, g, b);
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wr.SetPaletteColorShift(info.BasePalette,
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h - info.ReferenceHue, s - info.ReferenceSaturation, v / info.ReferenceValue,
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info.MinHue, info.MaxHue);
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}
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}
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}
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48
OpenRA.Mods.Common/Traits/Palettes/FixedPlayerColorShift.cs
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48
OpenRA.Mods.Common/Traits/Palettes/FixedPlayerColorShift.cs
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@@ -0,0 +1,48 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Add fixed color shifts to player palettes. Use to add RGBA compatibility to IndexedPlayerPalette.")]
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public class FixedPlayerColorShiftInfo : TraitInfo
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{
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[PaletteReference(true)]
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[FieldLoader.Require]
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[Desc("The name of the palette to base off.")]
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public readonly string BasePalette = null;
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public readonly Dictionary<string, float[]> PlayerIndex;
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public override object Create(ActorInitializer init) { return new FixedPlayerColorShift(this); }
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}
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public class FixedPlayerColorShift : ILoadsPlayerPalettes
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{
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readonly FixedPlayerColorShiftInfo info;
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public FixedPlayerColorShift(FixedPlayerColorShiftInfo info)
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{
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this.info = info;
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}
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public void LoadPlayerPalettes(WorldRenderer wr, string playerName, Color color, bool replaceExisting)
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{
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if (info.PlayerIndex.TryGetValue(playerName, out var shift))
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wr.SetPaletteColorShift(info.BasePalette + playerName, shift[0], shift[1], shift[2], shift[3], shift[4]);
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}
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}
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}
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63
OpenRA.Mods.Common/Traits/Palettes/PlayerColorShift.cs
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63
OpenRA.Mods.Common/Traits/Palettes/PlayerColorShift.cs
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@@ -0,0 +1,63 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Add color shifts to player palettes. Use to add RGBA compatibility to PlayerColorPalette.")]
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public class PlayerColorShiftInfo : TraitInfo
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{
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[PaletteReference(true)]
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[FieldLoader.Require]
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[Desc("The name of the palette to base off.")]
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public readonly string BasePalette = null;
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[Desc("Hues between this and MaxHue will be shifted.")]
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public readonly float MinHue = 0.29f;
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[Desc("Hues between MinHue and this will be shifted.")]
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public readonly float MaxHue = 0.37f;
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[Desc("Hue reference for the color shift.")]
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public readonly float ReferenceHue = 0.33f;
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[Desc("Saturation reference for the color shift.")]
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public readonly float ReferenceSaturation = 0.925f;
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[Desc("Value reference for the color shift.")]
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public readonly float ReferenceValue = 0.95f;
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public override object Create(ActorInitializer init) { return new PlayerColorShift(this); }
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}
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public class PlayerColorShift : ILoadsPlayerPalettes
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{
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readonly PlayerColorShiftInfo info;
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public PlayerColorShift(PlayerColorShiftInfo info)
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{
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this.info = info;
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}
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public void LoadPlayerPalettes(WorldRenderer wr, string playerName, Color color, bool replaceExisting)
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{
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var (r, g, b) = color.ToLinear();
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var (h, s, v) = Color.RgbToHsv(r, g, b);
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wr.SetPaletteColorShift(info.BasePalette + playerName,
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h - info.ReferenceHue, s - info.ReferenceSaturation, v / info.ReferenceValue,
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info.MinHue, info.MaxHue);
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}
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}
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}
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