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[] playerColors;
Color shroudColor;
public void InvalidateOre() { oreLayer = null; }
@@ -42,17 +44,20 @@ namespace OpenRa.Game.Graphics
{
var pal = new Palette(FileSystem.Open(Rules.Map.Theater + ".pal"));
terrainTypeColors = new[] {
pal.GetColor(0x1a),
pal.GetColor(0x63),
pal.GetColor(0x2f),
pal.GetColor(0x1f),
pal.GetColor(0x14),
pal.GetColor(0x64),
pal.GetColor(0x1f),
pal.GetColor(0x68),
pal.GetColor(0x6b),
pal.GetColor(0x6d),
Color.FromArgb(alpha, pal.GetColor(0x1a)),
Color.FromArgb(alpha, pal.GetColor(0x63)),
Color.FromArgb(alpha, pal.GetColor(0x2f)),
Color.FromArgb(alpha, pal.GetColor(0x1f)),
Color.FromArgb(alpha, pal.GetColor(0x14)),
Color.FromArgb(alpha, pal.GetColor(0x64)),
Color.FromArgb(alpha, pal.GetColor(0x1f)),
Color.FromArgb(alpha, pal.GetColor(0x68)),
Color.FromArgb(alpha, pal.GetColor(0x6b)),
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)
@@ -61,8 +66,8 @@ namespace OpenRa.Game.Graphics
for (var y = 0; y < 128; y++)
for (var x = 0; x < 128; x++)
terrain.SetPixel(x, y, Rules.Map.IsInMap(x, y)
? Color.FromArgb(alpha, terrainTypeColors[Rules.TileSet.GetWalkability(Rules.Map.MapTiles[x, y])])
: Color.FromArgb(alpha, Color.Black));
? terrainTypeColors[Rules.TileSet.GetWalkability(Rules.Map.MapTiles[x, y])]
: shroudColor);
}
if (oreLayer == null)
@@ -88,7 +93,7 @@ namespace OpenRa.Game.Graphics
var b = Game.BuildingInfluence.GetBuildingAt(new int2(x, y));
if (b != null)
*(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>()))
@@ -99,7 +104,7 @@ namespace OpenRa.Game.Graphics
for (var y = 0; y < 128; y++)
for (var x = 0; x < 128; x++)
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();
}
}