Improved minimap transparancy
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@@ -30,6 +30,8 @@ namespace OpenRa.Game.Graphics
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}
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Color[] terrainTypeColors;
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Color[] playerColors;
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Color shroudColor;
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public void InvalidateOre() { oreLayer = null; }
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@@ -42,17 +44,20 @@ namespace OpenRa.Game.Graphics
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{
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var pal = new Palette(FileSystem.Open(Rules.Map.Theater + ".pal"));
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terrainTypeColors = new[] {
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pal.GetColor(0x1a),
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pal.GetColor(0x63),
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pal.GetColor(0x2f),
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pal.GetColor(0x1f),
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pal.GetColor(0x14),
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pal.GetColor(0x64),
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pal.GetColor(0x1f),
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pal.GetColor(0x68),
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pal.GetColor(0x6b),
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pal.GetColor(0x6d),
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Color.FromArgb(alpha, pal.GetColor(0x1a)),
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Color.FromArgb(alpha, pal.GetColor(0x63)),
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Color.FromArgb(alpha, pal.GetColor(0x2f)),
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Color.FromArgb(alpha, pal.GetColor(0x1f)),
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Color.FromArgb(alpha, pal.GetColor(0x14)),
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Color.FromArgb(alpha, pal.GetColor(0x64)),
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Color.FromArgb(alpha, pal.GetColor(0x1f)),
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Color.FromArgb(alpha, pal.GetColor(0x68)),
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Color.FromArgb(alpha, pal.GetColor(0x6b)),
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Color.FromArgb(alpha, pal.GetColor(0x6d)),
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};
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playerColors = Util.MakeArray<Color>( 8, b => Color.FromArgb(alpha, Chat.paletteColors[b]) );
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shroudColor = Color.FromArgb(alpha, Color.Black);
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}
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if (terrain == null)
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@@ -61,8 +66,8 @@ namespace OpenRa.Game.Graphics
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for (var y = 0; y < 128; y++)
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for (var x = 0; x < 128; x++)
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terrain.SetPixel(x, y, Rules.Map.IsInMap(x, y)
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? Color.FromArgb(alpha, terrainTypeColors[Rules.TileSet.GetWalkability(Rules.Map.MapTiles[x, y])])
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: Color.FromArgb(alpha, Color.Black));
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? terrainTypeColors[Rules.TileSet.GetWalkability(Rules.Map.MapTiles[x, y])]
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: shroudColor);
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}
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if (oreLayer == null)
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@@ -87,19 +92,19 @@ namespace OpenRa.Game.Graphics
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{
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var b = Game.BuildingInfluence.GetBuildingAt(new int2(x, y));
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if (b != null)
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*(c + (y * bitmapData.Stride >> 2) + x) =
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(b.Owner != null ? Chat.paletteColors[(int)b.Owner.Palette] : terrainTypeColors[4]).ToArgb();
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*(c + (y * bitmapData.Stride >> 2) + x) =
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(b.Owner != null ? playerColors[(int)b.Owner.Palette] : terrainTypeColors[4]).ToArgb();
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}
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foreach (var a in Game.world.Actors.Where(a => a.traits.Contains<Unit>()))
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*(c + (a.Location.Y * bitmapData.Stride >> 2) + a.Location.X) = Chat.paletteColors[(int)a.Owner.Palette].ToArgb();
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unchecked
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{
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for (var y = 0; y < 128; y++)
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for (var x = 0; x < 128; x++)
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if (!Game.LocalPlayer.Shroud.IsExplored(new int2(x, y)))
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*(c + (y * bitmapData.Stride >> 2) + x) = (int)0xff000000;
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*(c + (y * bitmapData.Stride >> 2) + x) = shroudColor.ToArgb();
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}
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}
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