Replace MenuPaletteEffect with a post-processing shader.
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@@ -9,9 +9,7 @@
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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@@ -19,97 +17,56 @@ namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world")]
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public class MenuPaletteEffectInfo : TraitInfo
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public class MenuPostProcessEffectInfo : TraitInfo
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{
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[Desc("Time (in ticks) to fade between states")]
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public readonly int FadeLength = 10;
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[Desc("Effect style to fade to during gameplay. Accepts values of None or Desaturated.")]
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public readonly MenuPaletteEffect.EffectType Effect = MenuPaletteEffect.EffectType.None;
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public readonly MenuPostProcessEffect.EffectType Effect = MenuPostProcessEffect.EffectType.None;
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[Desc("Effect style to fade to when opening the in-game menu. Accepts values of None, Black or Desaturated.")]
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public readonly MenuPaletteEffect.EffectType MenuEffect = MenuPaletteEffect.EffectType.None;
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public readonly MenuPostProcessEffect.EffectType MenuEffect = MenuPostProcessEffect.EffectType.None;
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public override object Create(ActorInitializer init) { return new MenuPaletteEffect(this); }
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public override object Create(ActorInitializer init) { return new MenuPostProcessEffect(this); }
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}
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public class MenuPaletteEffect : IPaletteModifier, IRender, IWorldLoaded, INotifyGameLoaded
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public class MenuPostProcessEffect : RenderPostProcessPassBase, IWorldLoaded, INotifyGameLoaded
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{
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public enum EffectType { None, Black, Desaturated }
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public readonly MenuPaletteEffectInfo Info;
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public readonly MenuPostProcessEffectInfo Info;
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EffectType from = EffectType.Black;
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EffectType to = EffectType.Black;
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float frac = 0;
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long startTime;
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long endTime;
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public MenuPaletteEffect(MenuPaletteEffectInfo info) { Info = info; }
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public MenuPostProcessEffect(MenuPostProcessEffectInfo info)
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: base("menufade", PostProcessPassType.AfterShroud)
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{
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Info = info;
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}
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public void Fade(EffectType type)
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{
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startTime = Game.RunTime;
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endTime = startTime + Ui.Timestep * Info.FadeLength;
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frac = 1;
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from = to;
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to = type;
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}
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IEnumerable<IRenderable> IRender.Render(Actor self, WorldRenderer wr)
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protected override bool Enabled => to != EffectType.None || endTime != 0;
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protected override void PrepareRender(WorldRenderer wr, IShader shader)
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{
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if (endTime == 0)
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yield break;
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var blend = (endTime - Game.RunTime) * 1f / (endTime - startTime);
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if (blend < 0)
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blend = startTime = endTime = 0;
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frac = (endTime - Game.RunTime) * 1f / (endTime - startTime);
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if (frac < 0)
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frac = startTime = endTime = 0;
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yield break;
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}
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IEnumerable<Rectangle> IRender.ScreenBounds(Actor self, WorldRenderer wr)
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{
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yield break;
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}
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static Color ColorForEffect(EffectType t, Color orig)
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{
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switch (t)
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{
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case EffectType.Black:
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return Color.FromArgb(orig.A, Color.Black);
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case EffectType.Desaturated:
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var lum = (int)(255 * orig.GetBrightness());
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return Color.FromArgb(orig.A, lum, lum, lum);
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default:
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case EffectType.None:
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return orig;
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}
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}
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public void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> palettes)
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{
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if (to == EffectType.None && endTime == 0)
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return;
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foreach (var pal in palettes.Values)
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{
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for (var x = 0; x < Palette.Size; x++)
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{
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var orig = pal.GetColor(x);
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var t = ColorForEffect(to, orig);
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if (endTime == 0)
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pal.SetColor(x, t);
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else
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{
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var f = ColorForEffect(from, orig);
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pal.SetColor(x, Exts.ColorLerp(frac, t, f));
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}
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}
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}
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shader.SetVec("From", (int)from);
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shader.SetVec("To", (int)to);
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shader.SetVec("Blend", blend);
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}
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void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
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