Restrict player color choices to the hue-saturation plane.

This commit is contained in:
Paul Chote
2021-04-10 22:29:41 +01:00
committed by teinarss
parent 4042d5b179
commit 560f1a6466
15 changed files with 285 additions and 516 deletions

View File

@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Scripting.Global
var s = (byte)saturation.Clamp(0, 255);
var l = (byte)luminosity.Clamp(0, 255);
return Color.FromAhsl(h, s, l);
return Color.FromAhsl(255, h / 255f, s / 255f, l / 255f);
}
[Desc("Create a new color with the specified red/green/blue/[alpha] values.")]

View File

@@ -20,13 +20,22 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Configuration options for the lobby player color picker. Attach this to the world actor.")]
public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>
public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>, IRulesetLoaded
{
// The bigger the color threshold, the less permissive is the algorithm
public readonly int Threshold = 0x50;
public readonly float[] HsvSaturationRange = new[] { 0.25f, 1f };
public readonly float[] HsvValueRange = new[] { 0.2f, 1.0f };
public readonly Color[] TeamColorPresets = { };
[Desc("Minimum and maximum saturation levels that are valid for use.")]
public readonly float[] HsvSaturationRange = { 0.3f, 0.95f };
[Desc("HSV value component for player colors.")]
public readonly float V = 0.95f;
[Desc("Perceptual color threshold for determining whether two colors are too similar.")]
public readonly float SimilarityThreshold = 0.314f;
[Desc("List of hue components for the preset colors in the palette tab. Each entry must have a corresponding PresetSaturations definition.")]
public readonly float[] PresetHues = { };
[Desc("List of saturation components for the preset colors in the palette tab. Each entry must have a corresponding PresetHues definition.")]
public readonly float[] PresetSaturations = { };
[PaletteReference]
public readonly string PaletteName = "colorpicker";
@@ -40,9 +49,22 @@ namespace OpenRA.Mods.Common.Traits
"A dictionary of [faction name]: [actor name].")]
public readonly Dictionary<string, string> FactionPreviewActors = new Dictionary<string, string>();
[FieldLoader.Require]
[Desc("Remap these indices to player colors.")]
public readonly int[] RemapIndices = { };
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (PresetHues.Length != PresetSaturations.Length)
throw new YamlException("PresetHues and PresetSaturations must have the same number of elements.");
}
public IEnumerable<Color> PresetColors()
{
for (var i = 0; i < PresetHues.Length; i++)
yield return Color.FromAhsv(PresetHues[i], PresetSaturations[i], V);
}
public Color Color { get; private set; }
public void Update(WorldRenderer worldRenderer, Color color)
@@ -56,161 +78,120 @@ namespace OpenRA.Mods.Common.Traits
worldRenderer.ReplacePalette(PaletteName, newPalette);
}
double GetColorDelta(Color colorA, Color colorB)
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)
{
var rmean = (colorA.R + colorB.R) / 2.0;
var r = colorA.R - colorB.R;
var g = colorA.G - colorB.G;
var b = colorA.B - colorB.B;
var weightR = 2.0 + rmean / 256;
var weightG = 4.0;
var weightB = 2.0 + (255 - rmean) / 256;
return Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
}
var closestDistance = SimilarityThreshold;
closestBlocker = default;
bool IsValid(Color askedColor, IEnumerable<Color> forbiddenColors, out Color forbiddenColor)
{
var blockingColors = forbiddenColors
.Where(playerColor => GetColorDelta(askedColor, playerColor) < Threshold)
.Select(playerColor => new { Delta = GetColorDelta(askedColor, playerColor), Color = playerColor });
// Return the player that holds with the lowest difference
if (blockingColors.Any())
foreach (var candidate in candidateBlockers)
{
forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
return false;
// Uses the perceptually based color metric explained by https://www.compuphase.com/cmetric.htm
// Input colors are expected to be in the linear (non-gamma corrected) color space
var rmean = (color.R + candidate.R) / 2.0;
var r = color.R - candidate.R;
var g = color.G - candidate.G;
var b = color.B - candidate.B;
var weightR = 2.0 + rmean;
var weightG = 4.0;
var weightB = 3.0 - rmean;
var distance = (float)Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
if (distance < closestDistance)
{
closestBlocker = candidate;
closestDistance = distance;
}
}
forbiddenColor = default(Color);
return true;
}
public bool IsValid(Color askedColor, out Color forbiddenColor, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, HashSet<string> errorMessages = null)
{
// Validate color against HSV
askedColor.ToAhsv(out _, out _, out var s, out var v);
if (s < HsvSaturationRange[0] || s > HsvSaturationRange[1] || v < HsvValueRange[0] || v > HsvValueRange[1])
{
errorMessages?.Add("Color was adjusted to be inside the allowed range.");
forbiddenColor = askedColor;
return false;
}
// Validate color against the current map tileset
if (!IsValid(askedColor, terrainColors, out forbiddenColor))
{
errorMessages?.Add("Color was adjusted to be less similar to the terrain.");
return false;
}
// Validate color against other clients
if (!IsValid(askedColor, playerColors, out forbiddenColor))
{
errorMessages?.Add("Color was adjusted to be less similar to another player.");
return false;
}
// Color is valid
forbiddenColor = default(Color);
return true;
return closestDistance < SimilarityThreshold;
}
public Color RandomPresetColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
{
if (TeamColorPresets.Any())
var terrainLinear = terrainColors.Select(c => c.ToLinear()).ToList();
var playerLinear = playerColors.Select(c => c.ToLinear()).ToList();
if (PresetHues.Any())
{
foreach (var c in TeamColorPresets.Shuffle(random))
if (IsValid(c, out _, terrainColors, playerColors))
return c;
foreach (var i in Exts.MakeArray(PresetHues.Length, x => x).Shuffle(random))
{
var h = PresetHues[i];
var s = PresetSaturations[i];
var preset = Color.FromAhsv(h, s, V);
// Color may already be taken
var linear = preset.ToLinear();
if (!TryGetBlockingColor(linear, terrainLinear, out _) && !TryGetBlockingColor(linear, playerLinear, out _))
return preset;
}
}
return RandomValidColor(random, terrainColors, playerColors);
// Fall back to a random non-preset color
var randomHue = random.NextFloat();
var randomSat = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
return MakeValid(randomHue, randomSat, random, terrainLinear, playerLinear, null);
}
public Color RandomValidColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
{
Color color;
do
{
var h = random.Next(255) / 255f;
var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
var v = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
color = Color.FromAhsv(h, s, v);
}
while (!IsValid(color, out _, terrainColors, playerColors));
return color;
var h = random.NextFloat();
var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
return MakeValid(h, s, random, terrainColors, playerColors, null);
}
public Color MakeValid(Color askedColor, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
public Color MakeValid(Color color, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError = null)
{
var errorMessages = new HashSet<string>();
color.ToAhsv(out _, out var h, out var s, out _);
return MakeValid(h, s, random, terrainColors, playerColors, onError);
}
if (IsValid(askedColor, out var forbiddenColor, terrainColors, playerColors, errorMessages))
return askedColor;
Color MakeValid(float hue, float sat, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
{
var terrainLinear = terrainColors.Select(c => c.ToLinear()).ToList();
var playerLinear = playerColors.Select(c => c.ToLinear()).ToList();
// Vector between the 2 colors
var vector = new double[]
return MakeValid(hue, sat, random, terrainLinear, playerLinear, onError);
}
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)
{
// Clamp saturation without triggering a warning
// This can only happen due to rounding errors (common) or modified clients (rare)
sat = sat.Clamp(HsvSaturationRange[0], HsvSaturationRange[1]);
// Limit to 100 attempts, which is enough to move all the way around the hue range
string errorMessage = null;
var stepSign = 0;
for (var i = 0; i < 101; i++)
{
askedColor.R - forbiddenColor.R,
askedColor.G - forbiddenColor.G,
askedColor.B - forbiddenColor.B
};
// Reduce vector by it's biggest value (more calculations, but more accuracy too)
var vectorMax = vector.Max(vv => Math.Abs(vv));
if (vectorMax == 0)
{
vectorMax = 1; // Avoid division by 0
// Create a tiny vector to make the while loop maths work
vector[0] = 1;
vector[1] = 1;
vector[2] = 1;
}
vector[0] /= vectorMax;
vector[1] /= vectorMax;
vector[2] /= vectorMax;
// Color weights
var rmean = (double)(askedColor.R + forbiddenColor.R) / 2;
var weightVector = new[]
{
2.0 + rmean / 256,
4.0,
2.0 + (255 - rmean) / 256,
};
var attempt = 1;
Color color;
do
{
// If we reached the limit (The ii >= 255 prevents too much calculations)
if (attempt >= 255)
var linear = Color.FromAhsv(hue, sat, V).ToLinear();
if (TryGetBlockingColor(linear, terrainLinear, out var blocker))
errorMessage = "Color was adjusted to be less similar to the terrain.";
else if (TryGetBlockingColor(linear, playerLinear, out blocker))
errorMessage = "Color was adjusted to be less similar to another player.";
else
{
color = RandomPresetColor(random, terrainColors, playerColors);
errorMessages.Add("Color could not be adjusted enough, a new color has been picked.");
break;
if (errorMessage != null)
onError?.Invoke(errorMessage);
return Color.FromAhsv(hue, sat, V);
}
// Apply vector to forbidden color
var r = (forbiddenColor.R + (int)(vector[0] * weightVector[0] * attempt)).Clamp(0, 255);
var g = (forbiddenColor.G + (int)(vector[1] * weightVector[1] * attempt)).Clamp(0, 255);
var b = (forbiddenColor.B + (int)(vector[2] * weightVector[2] * attempt)).Clamp(0, 255);
// Pick a direction based on the first blocking color and step in hue
// until we either find a suitable color or loop back to where we started.
// This is a simple way to avoid being trapped between two blocking colors.
if (stepSign == 0)
{
Color.FromLinear(255, blocker.R, blocker.G, blocker.B).ToAhsv(out _, out var blockerHue, out _, out _);
stepSign = blockerHue > hue ? -1 : 1;
}
// Get the alternative color attempt
color = Color.FromArgb(r, g, b);
attempt++;
hue += stepSign * 0.01f;
}
while (!IsValid(color, out forbiddenColor, terrainColors, playerColors, errorMessages));
// Coalesce the error messages to only print one of each type despite up to 255 iterations
errorMessages.Do(onError);
return color;
// Failed to find a solution within a reasonable time: return a random color without any validation
onError?.Invoke("Unable to determine a valid player color. A random color has been selected.");
return Color.FromAhsv(random.NextFloat(), float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat()), V);
}
}

View File

@@ -19,29 +19,22 @@ namespace OpenRA.Mods.Common.Widgets
{
public class ColorMixerWidget : Widget
{
public float STrim = 0.025f;
public float VTrim = 0.025f;
public event Action OnChange = () => { };
public float H { get; private set; }
public float S { get; private set; }
public float V { get; private set; }
float minSat, maxSat;
byte[] front, back;
Sheet mixerSheet;
Sprite mixerSprite;
bool isMoving;
bool update;
readonly object syncWorker = new object();
readonly object bufferSync = new object();
Thread workerThread;
bool workerAlive;
public ColorMixerWidget()
{
V = 1.0f;
}
float[] sRange = { 0.0f, 1.0f };
float[] vRange = { 0.0f, 1.0f };
public ColorMixerWidget() { }
public ColorMixerWidget(ColorMixerWidget other)
: base(other)
{
@@ -49,118 +42,45 @@ namespace OpenRA.Mods.Common.Widgets
H = other.H;
S = other.S;
V = other.V;
sRange = (float[])other.sRange.Clone();
vRange = (float[])other.vRange.Clone();
STrim = other.STrim;
VTrim = other.VTrim;
minSat = other.minSat;
maxSat = other.maxSat;
}
public void SetPaletteRange(float sMin, float sMax, float vMin, float vMax)
public void SetColorLimits(float minSaturation, float maxSaturation, float v)
{
sRange[0] = sMin + STrim;
sRange[1] = sMax - STrim;
vRange[0] = vMin + VTrim;
vRange[1] = vMax - VTrim;
minSat = minSaturation;
maxSat = maxSaturation;
V = v;
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);
mixerSprite = new Sprite(mixerSprite.Sheet, rect, TextureChannel.RGBA);
var buffer = new byte[4 * 256 * 256];
unsafe
{
// Generate palette in HSV
fixed (byte* cc = &buffer[0])
{
var c = (int*)cc;
for (var s = 0; s < 256; s++)
for (var h = 0; h < 256; h++)
(*(c + s * 256 + h)) = Color.FromAhsv(h / 255f, 1 - s / 255f, V).ToArgb();
}
}
var rect = new Rectangle(0, (int)(255 * (1 - maxSat)), 255, (int)(255 * (maxSat - minSat)) + 1);
mixerSprite = new Sprite(mixerSheet, rect, TextureChannel.RGBA);
mixerSheet.GetTexture().SetData(buffer, 256, 256);
}
public override void Initialize(WidgetArgs args)
{
base.Initialize(args);
sRange[0] += STrim;
sRange[1] -= STrim;
vRange[0] += VTrim;
vRange[1] -= VTrim;
// Bitmap data is generated in a background thread and then flipped
front = new byte[4 * 256 * 256];
back = new byte[4 * 256 * 256];
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);
var mixerSheet = new Sheet(SheetType.BGRA, new Size(256, 256));
mixerSheet.GetTexture().SetData(front, 256, 256);
mixerSprite = new Sprite(mixerSheet, rect, TextureChannel.RGBA);
GenerateBitmap();
}
void GenerateBitmap()
{
// Generating the selection bitmap is slow,
// so we do it in a background thread
lock (syncWorker)
{
update = true;
if (workerThread == null || !workerAlive)
{
workerThread = new Thread(GenerateBitmapWorker);
workerThread.Start();
}
}
}
void GenerateBitmapWorker()
{
lock (syncWorker)
workerAlive = true;
while (true)
{
float hue;
lock (syncWorker)
{
if (!update)
{
workerAlive = false;
break;
}
update = false;
// 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();
}
}

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@@ -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);
}
}
}

View File

@@ -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();