Everything is now OpenRA, not OpenRa
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86
OpenRA.Game/Graphics/HardwarePalette.cs
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86
OpenRA.Game/Graphics/HardwarePalette.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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class HardwarePalette : Sheet
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{
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public const int MaxPalettes = 64;
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int allocated = 0;
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// We need to store the Palettes themselves for the remap palettes to work
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// We should probably try to fix this somehow
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static Dictionary<string, Palette> palettes;
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static Dictionary<string, int> indices;
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public HardwarePalette(Renderer renderer, Map map)
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: base(renderer,new Size(256, MaxPalettes))
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{
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palettes = new Dictionary<string, Palette>();
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indices = new Dictionary<string, int>();
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}
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public Palette GetPalette(string name)
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{
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try { return palettes[name]; }
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catch (KeyNotFoundException)
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{
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throw new InvalidOperationException(
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"Palette `{0}` does not exist".F(name));
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}
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}
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public int GetPaletteIndex(string name)
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{
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try { return indices[name]; }
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catch (KeyNotFoundException)
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{
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throw new InvalidOperationException(
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"Palette `{0}` does not exist".F(name));
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}
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}
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public int AddPalette(string name, Palette p)
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{
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palettes.Add(name, p);
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indices.Add(name, allocated);
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for (int i = 0; i < 256; i++)
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{
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this[new Point(i, allocated)] = p.GetColor(i);
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}
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return allocated++;
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}
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public void Update(IEnumerable<IPaletteModifier> paletteMods)
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{
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var b = new Bitmap(Bitmap);
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foreach (var mod in paletteMods)
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mod.AdjustPalette(b);
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Texture.SetData(b);
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Game.renderer.PaletteTexture = Texture;
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}
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}
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}
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