Improved minimap transparancy

This commit is contained in:
Paul Chote
2010-01-10 02:21:26 +13:00
parent 32eea307b9
commit 5193ac34c8

View File

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