Replace MenuPaletteEffect with a post-processing shader.
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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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 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 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 MenuPostProcessEffect.EffectType MenuEffect = MenuPostProcessEffect.EffectType.None;
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public override object Create(ActorInitializer init) { return new MenuPostProcessEffect(this); }
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}
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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 MenuPostProcessEffectInfo Info;
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EffectType from = EffectType.Black;
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EffectType to = EffectType.Black;
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long startTime;
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long endTime;
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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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from = to;
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to = type;
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}
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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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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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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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{
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// HACK: Defer fade-in until the GameLoaded notification for game saves
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if (!w.IsLoadingGameSave)
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Fade(Info.Effect);
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}
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void INotifyGameLoaded.GameLoaded(World world)
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{
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// HACK: Let the menu opening trigger the fade for game saves
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// to avoid glitches resulting from trying to trigger both
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// the standard and menu fades at the same time
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if (world.IsReplay)
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Fade(Info.Effect);
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}
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}
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}
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