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.
This commit is contained in:
Paul Chote
2013-05-10 17:14:22 +12:00
parent abcc30f0b7
commit 656476991f
41 changed files with 112 additions and 168 deletions

View File

@@ -106,7 +106,7 @@ namespace OpenRA.Mods.RA.Widgets
// Generate palette in HSV
for (var v = 0; v < 256; v++)
for (var s = 0; s < 256; s++)
*(c + (v * bitmapData.Stride >> 2) + s) = HSLColor.FromHSV(hue, s / 255f, (255 - v) / 255f).ToColor().ToArgb();
*(c + (v * bitmapData.Stride >> 2) + s) = HSLColor.FromHSV(hue, s / 255f, (255 - v) / 255f).RGB.ToArgb();
}
backBitmap.UnlockBits(bitmapData);
@@ -139,7 +139,7 @@ namespace OpenRA.Mods.RA.Widgets
var sprite = ChromeProvider.GetImage("lobby-bits", "colorpicker");
var pos = RenderOrigin + PxFromValue() - new int2(sprite.bounds.Width/2, sprite.bounds.Height/2);
WidgetUtils.FillRectWithColor(new Rectangle(pos.X + 3, pos.Y + 3, 10, 10), Color.ToColor());
WidgetUtils.FillRectWithColor(new Rectangle(pos.X + 3, pos.Y + 3, 10, 10), Color.RGB);
Game.Renderer.RgbaSpriteRenderer.DrawSprite(sprite, pos);
}