Decouple color picker palette definitions to their own trait.
This commit is contained in:
@@ -12,7 +12,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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@@ -37,9 +36,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("List of saturation components for the preset colors in the palette tab. Each entry must have a corresponding PresetHues definition.")]
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public readonly float[] PresetSaturations = { };
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[PaletteReference]
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public readonly string PaletteName = "colorpicker";
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[ActorReference]
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[Desc("Actor type to show in the color picker. This can be overriden for specific factions with FactionPreviewActors.")]
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public readonly string PreviewActor = null;
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@@ -49,10 +45,6 @@ namespace OpenRA.Mods.Common.Traits
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"A dictionary of [faction name]: [actor name].")]
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public readonly Dictionary<string, string> FactionPreviewActors = new Dictionary<string, string>();
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[FieldLoader.Require]
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[Desc("Remap these indices to player colors.")]
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public readonly int[] RemapIndices = { };
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (PresetHues.Length != PresetSaturations.Length)
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@@ -65,17 +57,7 @@ namespace OpenRA.Mods.Common.Traits
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yield return Color.FromAhsv(PresetHues[i], PresetSaturations[i], V);
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}
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public Color Color { get; private set; }
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public void Update(WorldRenderer worldRenderer, Color color)
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{
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Color = color;
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var (_, h, s, _) = Color.ToAhsv();
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var newPalette = new MutablePalette(worldRenderer.Palette(PaletteName).Palette);
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newPalette.ApplyRemap(new PlayerColorRemap(RemapIndices, h, s));
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worldRenderer.ReplacePalette(PaletteName, newPalette);
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}
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public Color Color;
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bool TryGetBlockingColor((float R, float G, float B) color, List<(float R, float G, float B)> candidateBlockers, out (float R, float G, float B) closestBlocker)
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{
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78
OpenRA.Mods.Common/Traits/World/ColorPickerPalette.cs
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78
OpenRA.Mods.Common/Traits/World/ColorPickerPalette.cs
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@@ -0,0 +1,78 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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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;
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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("Create a color picker palette from another palette.")]
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class ColorPickerPaletteInfo : TraitInfo
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{
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[PaletteDefinition]
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[FieldLoader.Require]
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[Desc("Internal palette name.")]
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public readonly string Name = null;
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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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[FieldLoader.Require]
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[Desc("Remap these indices to player colors.")]
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public readonly int[] RemapIndex = { };
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[Desc("Allow palette modifiers to change the palette.")]
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public readonly bool AllowModifiers = true;
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public override object Create(ActorInitializer init) { return new ColorPickerPalette(init.World, this); }
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}
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class ColorPickerPalette : ILoadsPalettes, IProvidesAssetBrowserColorPickerPalettes, ITickRender
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{
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readonly ColorPickerPaletteInfo info;
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readonly ColorPickerManagerInfo colorManager;
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Color color;
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public ColorPickerPalette(World world, ColorPickerPaletteInfo info)
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{
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// All users need to use the same TraitInfo instance, chosen as the default mod rules
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colorManager = Game.ModData.DefaultRules.Actors[SystemActors.World].TraitInfo<ColorPickerManagerInfo>();
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this.info = info;
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}
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void ILoadsPalettes.LoadPalettes(WorldRenderer wr)
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{
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color = colorManager.Color;
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var (_, h, s, _) = color.ToAhsv();
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var remap = new PlayerColorRemap(info.RemapIndex, h, s);
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wr.AddPalette(info.Name, new ImmutablePalette(wr.Palette(info.BasePalette).Palette, remap), info.AllowModifiers);
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}
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IEnumerable<string> IProvidesAssetBrowserColorPickerPalettes.ColorPickerPaletteNames { get { yield return info.Name; } }
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void ITickRender.TickRender(WorldRenderer wr, Actor self)
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{
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if (color == colorManager.Color)
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return;
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color = colorManager.Color;
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var (_, h, s, _) = color.ToAhsv();
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var remap = new PlayerColorRemap(info.RemapIndex, h, s);
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wr.ReplacePalette(info.Name, new ImmutablePalette(wr.Palette(info.BasePalette).Palette, remap));
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}
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}
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}
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