Restrict player color choices to the hue-saturation plane.
This commit is contained in:
@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Scripting.Global
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var s = (byte)saturation.Clamp(0, 255);
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var l = (byte)luminosity.Clamp(0, 255);
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return Color.FromAhsl(h, s, l);
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return Color.FromAhsl(255, h / 255f, s / 255f, l / 255f);
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}
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[Desc("Create a new color with the specified red/green/blue/[alpha] values.")]
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@@ -20,13 +20,22 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Configuration options for the lobby player color picker. Attach this to the world actor.")]
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public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>
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public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>, IRulesetLoaded
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{
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// The bigger the color threshold, the less permissive is the algorithm
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public readonly int Threshold = 0x50;
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public readonly float[] HsvSaturationRange = new[] { 0.25f, 1f };
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public readonly float[] HsvValueRange = new[] { 0.2f, 1.0f };
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public readonly Color[] TeamColorPresets = { };
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[Desc("Minimum and maximum saturation levels that are valid for use.")]
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public readonly float[] HsvSaturationRange = { 0.3f, 0.95f };
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[Desc("HSV value component for player colors.")]
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public readonly float V = 0.95f;
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[Desc("Perceptual color threshold for determining whether two colors are too similar.")]
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public readonly float SimilarityThreshold = 0.314f;
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[Desc("List of hue components for the preset colors in the palette tab. Each entry must have a corresponding PresetSaturations definition.")]
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public readonly float[] PresetHues = { };
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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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@@ -40,9 +49,22 @@ 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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throw new YamlException("PresetHues and PresetSaturations must have the same number of elements.");
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}
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public IEnumerable<Color> PresetColors()
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{
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for (var i = 0; i < PresetHues.Length; i++)
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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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@@ -56,161 +78,120 @@ namespace OpenRA.Mods.Common.Traits
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worldRenderer.ReplacePalette(PaletteName, newPalette);
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}
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double GetColorDelta(Color colorA, Color colorB)
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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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var rmean = (colorA.R + colorB.R) / 2.0;
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var r = colorA.R - colorB.R;
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var g = colorA.G - colorB.G;
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var b = colorA.B - colorB.B;
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var weightR = 2.0 + rmean / 256;
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var weightG = 4.0;
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var weightB = 2.0 + (255 - rmean) / 256;
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return Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
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}
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var closestDistance = SimilarityThreshold;
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closestBlocker = default;
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bool IsValid(Color askedColor, IEnumerable<Color> forbiddenColors, out Color forbiddenColor)
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{
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var blockingColors = forbiddenColors
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.Where(playerColor => GetColorDelta(askedColor, playerColor) < Threshold)
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.Select(playerColor => new { Delta = GetColorDelta(askedColor, playerColor), Color = playerColor });
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// Return the player that holds with the lowest difference
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if (blockingColors.Any())
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foreach (var candidate in candidateBlockers)
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{
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forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
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return false;
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// Uses the perceptually based color metric explained by https://www.compuphase.com/cmetric.htm
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// Input colors are expected to be in the linear (non-gamma corrected) color space
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var rmean = (color.R + candidate.R) / 2.0;
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var r = color.R - candidate.R;
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var g = color.G - candidate.G;
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var b = color.B - candidate.B;
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var weightR = 2.0 + rmean;
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var weightG = 4.0;
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var weightB = 3.0 - rmean;
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var distance = (float)Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
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if (distance < closestDistance)
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{
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closestBlocker = candidate;
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closestDistance = distance;
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}
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}
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forbiddenColor = default(Color);
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return true;
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}
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public bool IsValid(Color askedColor, out Color forbiddenColor, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, HashSet<string> errorMessages = null)
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{
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// Validate color against HSV
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askedColor.ToAhsv(out _, out _, out var s, out var v);
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if (s < HsvSaturationRange[0] || s > HsvSaturationRange[1] || v < HsvValueRange[0] || v > HsvValueRange[1])
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{
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errorMessages?.Add("Color was adjusted to be inside the allowed range.");
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forbiddenColor = askedColor;
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return false;
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}
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// Validate color against the current map tileset
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if (!IsValid(askedColor, terrainColors, out forbiddenColor))
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{
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errorMessages?.Add("Color was adjusted to be less similar to the terrain.");
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return false;
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}
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// Validate color against other clients
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if (!IsValid(askedColor, playerColors, out forbiddenColor))
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{
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errorMessages?.Add("Color was adjusted to be less similar to another player.");
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return false;
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}
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// Color is valid
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forbiddenColor = default(Color);
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return true;
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return closestDistance < SimilarityThreshold;
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}
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public Color RandomPresetColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
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{
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if (TeamColorPresets.Any())
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var terrainLinear = terrainColors.Select(c => c.ToLinear()).ToList();
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var playerLinear = playerColors.Select(c => c.ToLinear()).ToList();
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if (PresetHues.Any())
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{
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foreach (var c in TeamColorPresets.Shuffle(random))
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if (IsValid(c, out _, terrainColors, playerColors))
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return c;
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foreach (var i in Exts.MakeArray(PresetHues.Length, x => x).Shuffle(random))
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{
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var h = PresetHues[i];
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var s = PresetSaturations[i];
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var preset = Color.FromAhsv(h, s, V);
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// Color may already be taken
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var linear = preset.ToLinear();
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if (!TryGetBlockingColor(linear, terrainLinear, out _) && !TryGetBlockingColor(linear, playerLinear, out _))
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return preset;
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}
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}
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return RandomValidColor(random, terrainColors, playerColors);
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// Fall back to a random non-preset color
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var randomHue = random.NextFloat();
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var randomSat = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
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return MakeValid(randomHue, randomSat, random, terrainLinear, playerLinear, null);
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}
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public Color RandomValidColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
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{
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Color color;
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do
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{
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var h = random.Next(255) / 255f;
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var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
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var v = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
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color = Color.FromAhsv(h, s, v);
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}
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while (!IsValid(color, out _, terrainColors, playerColors));
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return color;
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var h = random.NextFloat();
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var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
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return MakeValid(h, s, random, terrainColors, playerColors, null);
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}
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public Color MakeValid(Color askedColor, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
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public Color MakeValid(Color color, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError = null)
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{
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var errorMessages = new HashSet<string>();
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color.ToAhsv(out _, out var h, out var s, out _);
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return MakeValid(h, s, random, terrainColors, playerColors, onError);
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}
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if (IsValid(askedColor, out var forbiddenColor, terrainColors, playerColors, errorMessages))
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return askedColor;
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Color MakeValid(float hue, float sat, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
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{
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var terrainLinear = terrainColors.Select(c => c.ToLinear()).ToList();
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var playerLinear = playerColors.Select(c => c.ToLinear()).ToList();
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// Vector between the 2 colors
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var vector = new double[]
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return MakeValid(hue, sat, random, terrainLinear, playerLinear, onError);
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}
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Color MakeValid(float hue, float sat, MersenneTwister random, List<(float R, float G, float B)> terrainLinear, List<(float R, float G, float B)> playerLinear, Action<string> onError)
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{
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// Clamp saturation without triggering a warning
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// This can only happen due to rounding errors (common) or modified clients (rare)
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sat = sat.Clamp(HsvSaturationRange[0], HsvSaturationRange[1]);
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// Limit to 100 attempts, which is enough to move all the way around the hue range
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string errorMessage = null;
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var stepSign = 0;
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for (var i = 0; i < 101; i++)
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{
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askedColor.R - forbiddenColor.R,
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askedColor.G - forbiddenColor.G,
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askedColor.B - forbiddenColor.B
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};
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// Reduce vector by it's biggest value (more calculations, but more accuracy too)
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var vectorMax = vector.Max(vv => Math.Abs(vv));
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if (vectorMax == 0)
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{
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vectorMax = 1; // Avoid division by 0
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// Create a tiny vector to make the while loop maths work
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vector[0] = 1;
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vector[1] = 1;
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vector[2] = 1;
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}
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vector[0] /= vectorMax;
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vector[1] /= vectorMax;
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vector[2] /= vectorMax;
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// Color weights
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var rmean = (double)(askedColor.R + forbiddenColor.R) / 2;
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var weightVector = new[]
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{
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2.0 + rmean / 256,
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4.0,
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2.0 + (255 - rmean) / 256,
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};
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var attempt = 1;
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Color color;
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do
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{
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// If we reached the limit (The ii >= 255 prevents too much calculations)
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if (attempt >= 255)
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var linear = Color.FromAhsv(hue, sat, V).ToLinear();
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if (TryGetBlockingColor(linear, terrainLinear, out var blocker))
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errorMessage = "Color was adjusted to be less similar to the terrain.";
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else if (TryGetBlockingColor(linear, playerLinear, out blocker))
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errorMessage = "Color was adjusted to be less similar to another player.";
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else
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{
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color = RandomPresetColor(random, terrainColors, playerColors);
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errorMessages.Add("Color could not be adjusted enough, a new color has been picked.");
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break;
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if (errorMessage != null)
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onError?.Invoke(errorMessage);
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return Color.FromAhsv(hue, sat, V);
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}
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// Apply vector to forbidden color
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var r = (forbiddenColor.R + (int)(vector[0] * weightVector[0] * attempt)).Clamp(0, 255);
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var g = (forbiddenColor.G + (int)(vector[1] * weightVector[1] * attempt)).Clamp(0, 255);
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var b = (forbiddenColor.B + (int)(vector[2] * weightVector[2] * attempt)).Clamp(0, 255);
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// Pick a direction based on the first blocking color and step in hue
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// until we either find a suitable color or loop back to where we started.
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// This is a simple way to avoid being trapped between two blocking colors.
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if (stepSign == 0)
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{
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Color.FromLinear(255, blocker.R, blocker.G, blocker.B).ToAhsv(out _, out var blockerHue, out _, out _);
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stepSign = blockerHue > hue ? -1 : 1;
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}
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// Get the alternative color attempt
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color = Color.FromArgb(r, g, b);
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attempt++;
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hue += stepSign * 0.01f;
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}
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while (!IsValid(color, out forbiddenColor, terrainColors, playerColors, errorMessages));
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// Coalesce the error messages to only print one of each type despite up to 255 iterations
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errorMessages.Do(onError);
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return color;
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// Failed to find a solution within a reasonable time: return a random color without any validation
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onError?.Invoke("Unable to determine a valid player color. A random color has been selected.");
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return Color.FromAhsv(random.NextFloat(), float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat()), V);
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}
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}
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@@ -19,29 +19,22 @@ namespace OpenRA.Mods.Common.Widgets
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{
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public class ColorMixerWidget : Widget
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{
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public float STrim = 0.025f;
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public float VTrim = 0.025f;
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public event Action OnChange = () => { };
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public float H { get; private set; }
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public float S { get; private set; }
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public float V { get; private set; }
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float minSat, maxSat;
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byte[] front, back;
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Sheet mixerSheet;
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Sprite mixerSprite;
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bool isMoving;
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bool update;
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readonly object syncWorker = new object();
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readonly object bufferSync = new object();
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Thread workerThread;
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bool workerAlive;
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public ColorMixerWidget()
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{
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V = 1.0f;
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}
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float[] sRange = { 0.0f, 1.0f };
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float[] vRange = { 0.0f, 1.0f };
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public ColorMixerWidget() { }
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public ColorMixerWidget(ColorMixerWidget other)
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: base(other)
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{
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@@ -49,118 +42,45 @@ namespace OpenRA.Mods.Common.Widgets
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H = other.H;
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S = other.S;
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V = other.V;
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sRange = (float[])other.sRange.Clone();
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vRange = (float[])other.vRange.Clone();
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STrim = other.STrim;
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VTrim = other.VTrim;
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minSat = other.minSat;
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maxSat = other.maxSat;
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}
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public void SetPaletteRange(float sMin, float sMax, float vMin, float vMax)
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public void SetColorLimits(float minSaturation, float maxSaturation, float v)
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{
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sRange[0] = sMin + STrim;
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sRange[1] = sMax - STrim;
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vRange[0] = vMin + VTrim;
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vRange[1] = vMax - VTrim;
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minSat = minSaturation;
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maxSat = maxSaturation;
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V = v;
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var rect = new Rectangle((int)(255 * sRange[0]), (int)(255 * (1 - vRange[1])), (int)(255 * (sRange[1] - sRange[0])) + 1, (int)(255 * (vRange[1] - vRange[0])) + 1);
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mixerSprite = new Sprite(mixerSprite.Sheet, rect, TextureChannel.RGBA);
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var buffer = new byte[4 * 256 * 256];
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unsafe
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{
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// Generate palette in HSV
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fixed (byte* cc = &buffer[0])
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{
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var c = (int*)cc;
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for (var s = 0; s < 256; s++)
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for (var h = 0; h < 256; h++)
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(*(c + s * 256 + h)) = Color.FromAhsv(h / 255f, 1 - s / 255f, V).ToArgb();
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}
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}
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var rect = new Rectangle(0, (int)(255 * (1 - maxSat)), 255, (int)(255 * (maxSat - minSat)) + 1);
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mixerSprite = new Sprite(mixerSheet, rect, TextureChannel.RGBA);
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mixerSheet.GetTexture().SetData(buffer, 256, 256);
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}
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public override void Initialize(WidgetArgs args)
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{
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base.Initialize(args);
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sRange[0] += STrim;
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sRange[1] -= STrim;
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vRange[0] += VTrim;
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vRange[1] -= VTrim;
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// Bitmap data is generated in a background thread and then flipped
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front = new byte[4 * 256 * 256];
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back = new byte[4 * 256 * 256];
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var rect = new Rectangle((int)(255 * sRange[0]), (int)(255 * (1 - vRange[1])), (int)(255 * (sRange[1] - sRange[0])) + 1, (int)(255 * (vRange[1] - vRange[0])) + 1);
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var mixerSheet = new Sheet(SheetType.BGRA, new Size(256, 256));
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mixerSheet.GetTexture().SetData(front, 256, 256);
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mixerSprite = new Sprite(mixerSheet, rect, TextureChannel.RGBA);
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GenerateBitmap();
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}
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void GenerateBitmap()
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{
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// Generating the selection bitmap is slow,
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// so we do it in a background thread
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lock (syncWorker)
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{
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update = true;
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if (workerThread == null || !workerAlive)
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{
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workerThread = new Thread(GenerateBitmapWorker);
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workerThread.Start();
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}
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}
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}
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void GenerateBitmapWorker()
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{
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lock (syncWorker)
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workerAlive = true;
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while (true)
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{
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float hue;
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lock (syncWorker)
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{
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if (!update)
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{
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workerAlive = false;
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break;
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}
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update = false;
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||||
|
||||
// Take a local copy of the hue to generate to avoid tearing
|
||||
hue = H;
|
||||
}
|
||||
|
||||
unsafe
|
||||
{
|
||||
// Generate palette in HSV
|
||||
fixed (byte* cc = &back[0])
|
||||
{
|
||||
var c = (int*)cc;
|
||||
for (var v = 0; v < 256; v++)
|
||||
for (var s = 0; s < 256; s++)
|
||||
(*(c + (v * 256) + s)) = Color.FromAhsv(hue, s / 255f, (255 - v) / 255f).ToArgb();
|
||||
}
|
||||
}
|
||||
|
||||
lock (bufferSync)
|
||||
{
|
||||
var swap = front;
|
||||
front = back;
|
||||
back = swap;
|
||||
}
|
||||
}
|
||||
mixerSheet = new Sheet(SheetType.BGRA, new Size(256, 256));
|
||||
SetColorLimits(minSat, maxSat, V);
|
||||
}
|
||||
|
||||
public override void Draw()
|
||||
{
|
||||
if (Monitor.TryEnter(bufferSync))
|
||||
{
|
||||
try
|
||||
{
|
||||
mixerSprite.Sheet.GetTexture().SetData(front, 256, 256);
|
||||
}
|
||||
finally
|
||||
{
|
||||
Monitor.Exit(bufferSync);
|
||||
}
|
||||
}
|
||||
|
||||
Game.Renderer.RgbaSpriteRenderer.DrawSprite(mixerSprite, RenderOrigin, new float2(RenderBounds.Size));
|
||||
|
||||
var sprite = ChromeProvider.GetImage("lobby-bits", "colorpicker");
|
||||
@@ -172,17 +92,17 @@ namespace OpenRA.Mods.Common.Widgets
|
||||
void SetValueFromPx(int2 xy)
|
||||
{
|
||||
var rb = RenderBounds;
|
||||
var s = sRange[0] + xy.X * (sRange[1] - sRange[0]) / rb.Width;
|
||||
var v = sRange[1] - xy.Y * (vRange[1] - vRange[0]) / rb.Height;
|
||||
S = s.Clamp(sRange[0], sRange[1]);
|
||||
V = v.Clamp(vRange[0], vRange[1]);
|
||||
var h = xy.X * 1f / rb.Width;
|
||||
var s = float2.Lerp(minSat, maxSat, 1 - xy.Y * 1f / rb.Height);
|
||||
H = h.Clamp(0, 1f);
|
||||
S = s.Clamp(minSat, maxSat);
|
||||
}
|
||||
|
||||
int2 PxFromValue()
|
||||
{
|
||||
var rb = RenderBounds;
|
||||
var x = RenderBounds.Width * (S - sRange[0]) / (sRange[1] - sRange[0]);
|
||||
var y = RenderBounds.Height * (1 - (V - vRange[0]) / (vRange[1] - vRange[0]));
|
||||
var x = RenderBounds.Width * H;
|
||||
var y = RenderBounds.Height * (1 - (S - minSat) / (maxSat - minSat));
|
||||
return new int2((int)x.Clamp(0, rb.Width), (int)y.Clamp(0, rb.Height));
|
||||
}
|
||||
|
||||
@@ -223,30 +143,18 @@ namespace OpenRA.Mods.Common.Widgets
|
||||
|
||||
public Color Color => Color.FromAhsv(H, S, V);
|
||||
|
||||
public void Set(float hue)
|
||||
{
|
||||
if (H != hue)
|
||||
{
|
||||
H = hue;
|
||||
GenerateBitmap();
|
||||
OnChange();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the color picker to nearest valid color to the given value.
|
||||
/// The saturation and brightness may be adjusted.
|
||||
/// </summary>
|
||||
public void Set(Color color)
|
||||
{
|
||||
color.ToAhsv(out _, out var h, out var s, out var v);
|
||||
color.ToAhsv(out _, out var h, out var s, out _);
|
||||
|
||||
if (H != h || S != s || V != v)
|
||||
if (H != h || S != s)
|
||||
{
|
||||
if (H != h)
|
||||
{
|
||||
H = h;
|
||||
GenerateBitmap();
|
||||
}
|
||||
|
||||
S = s.Clamp(sRange[0], sRange[1]);
|
||||
V = v.Clamp(vRange[0], vRange[1]);
|
||||
H = h;
|
||||
S = s.Clamp(minSat, maxSat);
|
||||
OnChange();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,56 +0,0 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
|
||||
* 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.Widgets;
|
||||
|
||||
namespace OpenRA.Mods.Common.Widgets
|
||||
{
|
||||
public class HueSliderWidget : SliderWidget
|
||||
{
|
||||
Sprite hueSprite;
|
||||
Sprite pickerSprite;
|
||||
|
||||
public HueSliderWidget() { }
|
||||
public HueSliderWidget(HueSliderWidget other)
|
||||
: base(other) { }
|
||||
|
||||
public override void Initialize(WidgetArgs args)
|
||||
{
|
||||
base.Initialize(args);
|
||||
|
||||
var hueSheet = new Sheet(SheetType.BGRA, new Size(256, 1));
|
||||
hueSprite = new Sprite(hueSheet, new Rectangle(0, 0, 256, 1), TextureChannel.RGBA);
|
||||
|
||||
var hueData = new uint[1, 256];
|
||||
for (var x = 0; x < 256; x++)
|
||||
hueData[0, x] = (uint)Color.FromAhsv(x / 255f, 1, 1).ToArgb();
|
||||
|
||||
hueSheet.GetTexture().SetData(hueData);
|
||||
|
||||
pickerSprite = ChromeProvider.GetImage("lobby-bits", "huepicker");
|
||||
}
|
||||
|
||||
public override void Draw()
|
||||
{
|
||||
if (!IsVisible())
|
||||
return;
|
||||
|
||||
var ro = RenderOrigin;
|
||||
var rb = RenderBounds;
|
||||
Game.Renderer.RgbaSpriteRenderer.DrawSprite(hueSprite, ro, new float2(rb.Size));
|
||||
|
||||
var pos = RenderOrigin + new int2(PxFromValue(Value).Clamp(0, rb.Width - 1) - (int)pickerSprite.Size.X / 2, (rb.Height - (int)pickerSprite.Size.Y) / 2);
|
||||
Game.Renderer.RgbaSpriteRenderer.DrawSprite(pickerSprite, pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -28,33 +28,24 @@ namespace OpenRA.Mods.Common.Widgets.Logic
|
||||
public ColorPickerLogic(Widget widget, ModData modData, World world, Color initialColor, string initialFaction, Action<Color> onChange,
|
||||
Dictionary<string, MiniYaml> logicArgs)
|
||||
{
|
||||
var hueSlider = widget.Get<SliderWidget>("HUE");
|
||||
var mixer = widget.Get<ColorMixerWidget>("MIXER");
|
||||
var randomButton = widget.GetOrNull<ButtonWidget>("RANDOM_BUTTON");
|
||||
|
||||
hueSlider.OnChange += _ => mixer.Set(hueSlider.Value);
|
||||
mixer.OnChange += () => onChange(mixer.Color);
|
||||
|
||||
if (randomButton != null)
|
||||
{
|
||||
randomButton.OnClick = () =>
|
||||
{
|
||||
// Avoid colors with low sat or lum
|
||||
var hue = (byte)Game.CosmeticRandom.Next(255);
|
||||
var sat = (byte)Game.CosmeticRandom.Next(70, 255);
|
||||
var lum = (byte)Game.CosmeticRandom.Next(70, 255);
|
||||
var color = Color.FromAhsl(hue, sat, lum);
|
||||
|
||||
mixer.Set(color);
|
||||
hueSlider.Value = HueFromColor(color);
|
||||
};
|
||||
}
|
||||
|
||||
// Set the initial state
|
||||
var colorManager = world.WorldActor.Info.TraitInfo<ColorPickerManagerInfo>();
|
||||
mixer.SetPaletteRange(colorManager.HsvSaturationRange[0], colorManager.HsvSaturationRange[1], colorManager.HsvValueRange[0], colorManager.HsvValueRange[1]);
|
||||
mixer.SetColorLimits(colorManager.HsvSaturationRange[0], colorManager.HsvSaturationRange[1], colorManager.V);
|
||||
mixer.OnChange += () => onChange(mixer.Color);
|
||||
mixer.Set(initialColor);
|
||||
hueSlider.Value = HueFromColor(initialColor);
|
||||
|
||||
var randomButton = widget.GetOrNull<ButtonWidget>("RANDOM_BUTTON");
|
||||
if (randomButton != null)
|
||||
{
|
||||
var terrainColors = modData.DefaultTerrainInfo
|
||||
.SelectMany(t => t.Value.RestrictedPlayerColors)
|
||||
.Distinct()
|
||||
.ToList();
|
||||
var playerColors = Enumerable.Empty<Color>();
|
||||
randomButton.OnClick = () => mixer.Set(colorManager.RandomValidColor(world.LocalRandom, terrainColors, playerColors));
|
||||
}
|
||||
|
||||
if (initialFaction == null || !colorManager.FactionPreviewActors.TryGetValue(initialFaction, out var actorType))
|
||||
actorType = colorManager.PreviewActor;
|
||||
@@ -125,15 +116,16 @@ namespace OpenRA.Mods.Common.Widgets.Logic
|
||||
if (!int.TryParse(yaml.Value, out paletteCustomRows))
|
||||
throw new YamlException($"Invalid value for PaletteCustomRows: {yaml.Value}");
|
||||
|
||||
var presetColors = colorManager.PresetColors().ToList();
|
||||
for (var j = 0; j < palettePresetRows; j++)
|
||||
{
|
||||
for (var i = 0; i < paletteCols; i++)
|
||||
{
|
||||
var colorIndex = j * paletteCols + i;
|
||||
if (colorIndex >= colorManager.TeamColorPresets.Length)
|
||||
if (colorIndex >= presetColors.Count)
|
||||
break;
|
||||
|
||||
var color = colorManager.TeamColorPresets[colorIndex];
|
||||
var color = presetColors[colorIndex];
|
||||
|
||||
var newSwatch = (ColorBlockWidget)presetColorTemplate.Clone();
|
||||
newSwatch.GetColor = () => color;
|
||||
@@ -143,7 +135,6 @@ namespace OpenRA.Mods.Common.Widgets.Logic
|
||||
newSwatch.OnMouseUp = m =>
|
||||
{
|
||||
mixer.Set(color);
|
||||
hueSlider.Value = HueFromColor(color);
|
||||
onChange(color);
|
||||
};
|
||||
|
||||
@@ -166,7 +157,6 @@ namespace OpenRA.Mods.Common.Widgets.Logic
|
||||
{
|
||||
var color = Game.Settings.Player.CustomColors[colorIndex];
|
||||
mixer.Set(color);
|
||||
hueSlider.Value = HueFromColor(color);
|
||||
onChange(color);
|
||||
};
|
||||
|
||||
@@ -198,12 +188,6 @@ namespace OpenRA.Mods.Common.Widgets.Logic
|
||||
}
|
||||
}
|
||||
|
||||
static float HueFromColor(Color c)
|
||||
{
|
||||
c.ToAhsv(out _, out var h, out _, out _);
|
||||
return h;
|
||||
}
|
||||
|
||||
public static void ShowColorDropDown(DropDownButtonWidget color, ColorPickerManagerInfo colorManager, WorldRenderer worldRenderer, Action onExit = null)
|
||||
{
|
||||
color.RemovePanel();
|
||||
|
||||
Reference in New Issue
Block a user