Move ColorShift traits into the main repo.

This commit is contained in:
Paul Chote
2023-11-20 10:16:31 +00:00
committed by Gustas
parent d67e0a4eef
commit 07ed6a889e
4 changed files with 261 additions and 0 deletions

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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Create a color picker palette from another palette.")]
sealed class ColorPickerColorShiftInfo : TraitInfo
{
[PaletteReference]
[FieldLoader.Require]
[Desc("The name of the palette to base off.")]
public readonly string BasePalette = null;
[Desc("Hues between this and MaxHue will be shifted.")]
public readonly float MinHue = 0.29f;
[Desc("Hues between MinHue and this will be shifted.")]
public readonly float MaxHue = 0.37f;
[Desc("Hue reference for the color shift.")]
public readonly float ReferenceHue = 0.33f;
[Desc("Saturation reference for the color shift.")]
public readonly float ReferenceSaturation = 0.925f;
[Desc("Value reference for the color shift.")]
public readonly float ReferenceValue = 0.95f;
public override object Create(ActorInitializer init) { return new ColorPickerColorShift(this); }
}
sealed class ColorPickerColorShift : ILoadsPalettes, ITickRender
{
readonly ColorPickerColorShiftInfo info;
Color color;
Color preferredColor;
public ColorPickerColorShift(ColorPickerColorShiftInfo info)
{
this.info = info;
// All users need to use the same TraitInfo instance, chosen as the default mod rules
var colorManager = Game.ModData.DefaultRules.Actors[SystemActors.World].TraitInfo<IColorPickerManagerInfo>();
colorManager.OnColorPickerColorUpdate += c => preferredColor = c;
preferredColor = Game.Settings.Player.Color;
}
void ILoadsPalettes.LoadPalettes(WorldRenderer wr)
{
color = preferredColor;
var (r, g, b) = color.ToLinear();
var (h, s, v) = Color.RgbToHsv(r, g, b);
wr.SetPaletteColorShift(info.BasePalette,
h - info.ReferenceHue, s - info.ReferenceSaturation, v / info.ReferenceValue,
info.MinHue, info.MaxHue);
}
void ITickRender.TickRender(WorldRenderer wr, Actor self)
{
if (color == preferredColor)
return;
color = preferredColor;
var (r, g, b) = color.ToLinear();
var (h, s, v) = Color.RgbToHsv(r, g, b);
wr.SetPaletteColorShift(info.BasePalette,
h - info.ReferenceHue, s - info.ReferenceSaturation, v / info.ReferenceValue,
info.MinHue, info.MaxHue);
}
}
}

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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Mobius.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Apply a fixed color shift to a palette. Use this to add RGBA compatibility to FixedColorPalette.")]
public class FixedColorShiftInfo : TraitInfo
{
[PaletteReference]
[FieldLoader.Require]
[Desc("The name of the palette to base off.")]
public readonly string BasePalette = null;
[Desc("The fixed color to remap.")]
public readonly Color Color;
[Desc("Hues between this and MaxHue will be shifted.")]
public readonly float MinHue = 0.29f;
[Desc("Hues between MinHue and this will be shifted.")]
public readonly float MaxHue = 0.37f;
[Desc("Hue reference for the color shift.")]
public readonly float ReferenceHue = 0.33f;
[Desc("Saturation reference for the color shift.")]
public readonly float ReferenceSaturation = 0.925f;
[Desc("Value reference for the color shift.")]
public readonly float ReferenceValue = 0.95f;
public override object Create(ActorInitializer init) { return new FixedColorShift(this); }
}
public class FixedColorShift : ILoadsPalettes
{
readonly FixedColorShiftInfo info;
public FixedColorShift(FixedColorShiftInfo info)
{
this.info = info;
}
public void LoadPalettes(WorldRenderer wr)
{
var (r, g, b) = info.Color.ToLinear();
var (h, s, v) = Color.RgbToHsv(r, g, b);
wr.SetPaletteColorShift(info.BasePalette,
h - info.ReferenceHue, s - info.ReferenceSaturation, v / info.ReferenceValue,
info.MinHue, info.MaxHue);
}
}
}

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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Add fixed color shifts to player palettes. Use to add RGBA compatibility to IndexedPlayerPalette.")]
public class FixedPlayerColorShiftInfo : TraitInfo
{
[PaletteReference(true)]
[FieldLoader.Require]
[Desc("The name of the palette to base off.")]
public readonly string BasePalette = null;
public readonly Dictionary<string, float[]> PlayerIndex;
public override object Create(ActorInitializer init) { return new FixedPlayerColorShift(this); }
}
public class FixedPlayerColorShift : ILoadsPlayerPalettes
{
readonly FixedPlayerColorShiftInfo info;
public FixedPlayerColorShift(FixedPlayerColorShiftInfo info)
{
this.info = info;
}
public void LoadPlayerPalettes(WorldRenderer wr, string playerName, Color color, bool replaceExisting)
{
if (info.PlayerIndex.TryGetValue(playerName, out var shift))
wr.SetPaletteColorShift(info.BasePalette + playerName, shift[0], shift[1], shift[2], shift[3], shift[4]);
}
}
}

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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Add color shifts to player palettes. Use to add RGBA compatibility to PlayerColorPalette.")]
public class PlayerColorShiftInfo : TraitInfo
{
[PaletteReference(true)]
[FieldLoader.Require]
[Desc("The name of the palette to base off.")]
public readonly string BasePalette = null;
[Desc("Hues between this and MaxHue will be shifted.")]
public readonly float MinHue = 0.29f;
[Desc("Hues between MinHue and this will be shifted.")]
public readonly float MaxHue = 0.37f;
[Desc("Hue reference for the color shift.")]
public readonly float ReferenceHue = 0.33f;
[Desc("Saturation reference for the color shift.")]
public readonly float ReferenceSaturation = 0.925f;
[Desc("Value reference for the color shift.")]
public readonly float ReferenceValue = 0.95f;
public override object Create(ActorInitializer init) { return new PlayerColorShift(this); }
}
public class PlayerColorShift : ILoadsPlayerPalettes
{
readonly PlayerColorShiftInfo info;
public PlayerColorShift(PlayerColorShiftInfo info)
{
this.info = info;
}
public void LoadPlayerPalettes(WorldRenderer wr, string playerName, Color color, bool replaceExisting)
{
var (r, g, b) = color.ToLinear();
var (h, s, v) = Color.RgbToHsv(r, g, b);
wr.SetPaletteColorShift(info.BasePalette + playerName,
h - info.ReferenceHue, s - info.ReferenceSaturation, v / info.ReferenceValue,
info.MinHue, info.MaxHue);
}
}
}