Add IColorPickerManagerInfo interface

This commit is contained in:
Gustas
2023-03-12 19:53:46 +02:00
committed by Pavel Penev
parent 265f915442
commit d838d08570
10 changed files with 159 additions and 138 deletions

View File

@@ -44,19 +44,22 @@ namespace OpenRA.Mods.Common.Traits
class ColorPickerPalette : ILoadsPalettes, IProvidesAssetBrowserColorPickerPalettes, ITickRender
{
readonly ColorPickerPaletteInfo info;
readonly ColorPickerManagerInfo colorManager;
Color color;
Color preferredColor;
public ColorPickerPalette(ColorPickerPaletteInfo info)
{
// All users need to use the same TraitInfo instance, chosen as the default mod rules
colorManager = Game.ModData.DefaultRules.Actors[SystemActors.World].TraitInfo<ColorPickerManagerInfo>();
this.info = info;
// All users need to use the same TraitInfo instance, chosen as the default mod rules
var colorManager = Game.ModData.DefaultRules.Actors[SystemActors.World].TraitInfo<IColorPickerManagerInfo>();
colorManager.OnColorPickerColorUpdate += c => preferredColor = c;
preferredColor = Game.Settings.Player.Color;
}
void ILoadsPalettes.LoadPalettes(WorldRenderer wr)
{
color = colorManager.Color;
color = preferredColor;
var remap = new PlayerColorRemap(info.RemapIndex.Length == 0 ? Enumerable.Range(0, 256).ToArray() : info.RemapIndex, color);
wr.AddPalette(info.Name, new ImmutablePalette(wr.Palette(info.BasePalette).Palette, remap), info.AllowModifiers);
}
@@ -65,10 +68,10 @@ namespace OpenRA.Mods.Common.Traits
void ITickRender.TickRender(WorldRenderer wr, Actor self)
{
if (color == colorManager.Color)
if (color == preferredColor)
return;
color = colorManager.Color;
color = preferredColor;
var remap = new PlayerColorRemap(info.RemapIndex.Length == 0 ? Enumerable.Range(0, 256).ToArray() : info.RemapIndex, color);
wr.ReplacePalette(info.Name, new ImmutablePalette(wr.Palette(info.BasePalette).Palette, remap));
}

View File

@@ -12,15 +12,18 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Widgets;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
[Desc("Configuration options for the lobby player color picker. Attach this to the world actor.")]
public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>
public class ColorPickerManagerInfo : TraitInfo<ColorPickerManager>, IColorPickerManagerInfo
{
[TranslationReference]
const string PlayerColorTerrain = "notification-player-color-terrain";
@@ -52,9 +55,7 @@ namespace OpenRA.Mods.Common.Traits
"A dictionary of [faction name]: [actor name].")]
public readonly Dictionary<string, string> FactionPreviewActors = new();
public Color Color;
bool TryGetBlockingColor((float R, float G, float B) color, List<(float R, float G, float B)> candidateBlockers, out (float R, float G, float B) closestBlocker)
public bool TryGetBlockingColor((float R, float G, float B) color, List<(float R, float G, float B)> candidateBlockers, out (float R, float G, float B) closestBlocker)
{
var closestDistance = SimilarityThreshold;
closestBlocker = default;
@@ -82,40 +83,6 @@ namespace OpenRA.Mods.Common.Traits
return closestDistance < SimilarityThreshold;
}
public Color RandomPresetColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
{
var terrainLinear = terrainColors.Select(c => c.ToLinear()).ToList();
var playerLinear = playerColors.Select(c => c.ToLinear()).ToList();
foreach (var color in PresetColors.Shuffle(random))
{
// Color may already be taken
var linear = color.ToLinear();
if (!TryGetBlockingColor(linear, terrainLinear, out _) && !TryGetBlockingColor(linear, playerLinear, out _))
return color;
}
// Fall back to a random non-preset color
var randomHue = random.NextFloat();
var randomSat = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
var randomVal = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
return MakeValid(randomHue, randomSat, randomVal, random, terrainLinear, playerLinear, null);
}
public Color RandomValidColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
{
var h = random.NextFloat();
var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
var v = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
return MakeValid(h, s, v, random, terrainColors, playerColors, null);
}
public Color MakeValid(Color color, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError = null)
{
var (_, h, s, v) = color.ToAhsv();
return MakeValid(h, s, v, random, terrainColors, playerColors, onError);
}
Color MakeValid(float hue, float sat, float val, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
{
var terrainLinear = terrainColors.Select(c => c.ToLinear()).ToList();
@@ -164,6 +131,97 @@ namespace OpenRA.Mods.Common.Traits
var randomVal = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
return Color.FromAhsv(random.NextFloat(), randomSat, randomVal);
}
#region IColorPickerManagerInfo
public event Action<Color> OnColorPickerColorUpdate;
(float sMin, float sMax) IColorPickerManagerInfo.SaturationRange => (HsvSaturationRange[0], HsvSaturationRange[1]);
(float vMin, float vMax) IColorPickerManagerInfo.ValueRange => (HsvValueRange[0], HsvValueRange[1]);
Color[] IColorPickerManagerInfo.PresetColors => PresetColors;
Color IColorPickerManagerInfo.RandomPresetColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
{
var terrainLinear = terrainColors.Select(c => c.ToLinear()).ToList();
var playerLinear = playerColors.Select(c => c.ToLinear()).ToList();
foreach (var color in PresetColors.Shuffle(random))
{
// Color may already be taken
var linear = color.ToLinear();
if (!TryGetBlockingColor(linear, terrainLinear, out _) && !TryGetBlockingColor(linear, playerLinear, out _))
return color;
}
// Fall back to a random non-preset color
var randomHue = random.NextFloat();
var randomSat = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
var randomVal = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
return MakeValid(randomHue, randomSat, randomVal, random, terrainLinear, playerLinear, null);
}
Color IColorPickerManagerInfo.MakeValid(Color color, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
{
var (_, h, s, v) = color.ToAhsv();
return MakeValid(h, s, v, random, terrainColors, playerColors, onError);
}
Color IColorPickerManagerInfo.RandomValidColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
{
var h = random.NextFloat();
var s = float2.Lerp(HsvSaturationRange[0], HsvSaturationRange[1], random.NextFloat());
var v = float2.Lerp(HsvValueRange[0], HsvValueRange[1], random.NextFloat());
return MakeValid(h, s, v, random, terrainColors, playerColors, null);
}
void IColorPickerManagerInfo.ShowColorDropDown(DropDownButtonWidget dropdownButton, Color initialColor, string initialFaction, WorldRenderer worldRenderer, Action<Color> onExit)
{
dropdownButton.RemovePanel();
// We do not want to force other ColorPickerManager implementations to have an Actor preview.
// We achieve this by fully encapsulating its initialisation.
void AddActorPreview(Widget parent)
{
var preview = parent.GetOrNull<ActorPreviewWidget>("PREVIEW");
if (preview == null)
return;
if (initialFaction == null || !FactionPreviewActors.TryGetValue(initialFaction, out var actorType))
{
if (PreviewActor == null)
throw new YamlException($"{nameof(ColorPickerManager)} does not define a preview actor" + (initialFaction == null ? "." : $"for faction {initialFaction}."));
actorType = PreviewActor;
}
var actor = worldRenderer.World.Map.Rules.Actors[actorType];
var td = new TypeDictionary
{
new OwnerInit(worldRenderer.World.WorldActor.Owner),
new FactionInit(worldRenderer.World.WorldActor.Owner.PlayerReference.Faction)
};
foreach (var api in actor.TraitInfos<IActorPreviewInitInfo>())
foreach (var o in api.ActorPreviewInits(actor, ActorPreviewType.ColorPicker))
td.Add(o);
preview.SetPreview(actor, td);
}
var finalColor = initialColor;
var colorChooser = Game.LoadWidget(worldRenderer.World, "COLOR_CHOOSER", null, new WidgetArgs()
{
{ "onChange", (Action<Color>)(c => { finalColor = c; OnColorPickerColorUpdate(c); }) },
{ "initialColor", initialColor },
{ "extraLogic", (Action<Widget>)AddActorPreview },
});
dropdownButton.AttachPanel(colorChooser, () => onExit(finalColor));
}
#endregion
}
public class ColorPickerManager { }