Changed HardwarePalette.ApplyModifiers to be more efficient.
- Add separate ImmutablePalette and MutablePalette classes since the distinction is extremely important to HardwarePalette. - Keep a cache of palettes in HardwarePalette to avoid reallocation them every time ApplyModifiers is called. - Palettes that are not allowed to be modified are copied to the buffer once when added, rather than every time ApplyModifiers is called. - The AdjustPalette method now takes a read-only dictionary to prevent the dictionary being messed with. - Added a constant for the palette size to remove its usage as a magic number in several areas. - The ColorPreviewManagerWidget is annoying in that it needs to actually permanently update a palette after it has been added. To allow this, HardwarePalette now allows a palette to be replaced after initialization. The WorldRenderer therefore now also updates the PaletteReference it created earlier with the new palette to prevent stale data being used elsewhere.
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@@ -45,8 +45,8 @@ namespace OpenRA.Editor
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public Map Map { get; private set; }
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public TileSet TileSet { get; private set; }
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public TileSetRenderer TileSetRenderer { get; private set; }
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public Palette Palette { get; private set; }
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public Palette PlayerPalette { get; private set; }
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public IPalette Palette { get; private set; }
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public IPalette PlayerPalette { get; private set; }
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public int2 Offset;
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public int2 GetOffset() { return Offset; }
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@@ -81,7 +81,7 @@ namespace OpenRA.Editor
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public Keys GetModifiers() { return ModifierKeys; }
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public void Bind(Map m, TileSet ts, TileSetRenderer tsr, Palette p, Palette pp)
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public void Bind(Map m, TileSet ts, TileSetRenderer tsr, IPalette p, IPalette pp)
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{
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Map = m;
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TileSet = ts;
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@@ -381,7 +381,7 @@ namespace OpenRA.Editor
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var pr = Map.Players[name];
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var pcpi = Program.Rules.Actors["player"].Traits.Get<PlayerColorPaletteInfo>();
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var remap = new PlayerColorRemap(pcpi.RemapIndex, pr.Color, pcpi.Ramp);
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return new Palette(PlayerPalette, remap).AsSystemPalette();
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return new ImmutablePalette(PlayerPalette, remap).AsSystemPalette();
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}
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Cache<string, ColorPalette> playerPalettes;
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