Replace ColorRamp with HSLColor everywhere.
Fixes: * Nuclear-purple color exploit. * #3247. * Removes a bunch of unnecessary color conversions every frame. Caveats: * The ramp range is now defined on the palette, so ramps can no longer be set per-player (may impact maps which define custom colors). * It's no longer possible to perfectly recreate the original WW color ramps (I doubt we care). * The old ColorRamp setting isn't migrated, so players will lose their color settings.
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@@ -106,7 +106,7 @@ namespace OpenRA.Mods.RA.Widgets
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// Generate palette in HSV
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for (var v = 0; v < 256; v++)
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for (var s = 0; s < 256; s++)
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*(c + (v * bitmapData.Stride >> 2) + s) = HSLColor.FromHSV(hue, s / 255f, (255 - v) / 255f).ToColor().ToArgb();
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*(c + (v * bitmapData.Stride >> 2) + s) = HSLColor.FromHSV(hue, s / 255f, (255 - v) / 255f).RGB.ToArgb();
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}
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backBitmap.UnlockBits(bitmapData);
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@@ -139,7 +139,7 @@ namespace OpenRA.Mods.RA.Widgets
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var sprite = ChromeProvider.GetImage("lobby-bits", "colorpicker");
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var pos = RenderOrigin + PxFromValue() - new int2(sprite.bounds.Width/2, sprite.bounds.Height/2);
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WidgetUtils.FillRectWithColor(new Rectangle(pos.X + 3, pos.Y + 3, 10, 10), Color.ToColor());
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WidgetUtils.FillRectWithColor(new Rectangle(pos.X + 3, pos.Y + 3, 10, 10), Color.RGB);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(sprite, pos);
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}
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