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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@@ -35,15 +35,15 @@ namespace OpenRA.Mods.D2k
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public object Create(ActorInitializer init) { return new PaletteFromScaledPalette(this); }
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}
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class PaletteFromScaledPalette : IPalette
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class PaletteFromScaledPalette : ILoadsPalettes
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{
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readonly PaletteFromScaledPaletteInfo info;
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public PaletteFromScaledPalette(PaletteFromScaledPaletteInfo info) { this.info = info; }
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public void InitPalette(WorldRenderer wr)
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public void LoadPalettes(WorldRenderer wr)
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{
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var remap = new ScaledPaletteRemap(info.Scale, info.Offset);
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wr.AddPalette(info.Name, new Palette(wr.Palette(info.BasePalette).Palette, remap), info.AllowModifiers);
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wr.AddPalette(info.Name, new ImmutablePalette(wr.Palette(info.BasePalette).Palette, remap), info.AllowModifiers);
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}
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}
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