Add IndexedPlayerPalette for original campaign colors.

This commit is contained in:
Paul Chote
2015-12-21 15:05:28 +00:00
parent 0fe644f458
commit fef25c7269
2 changed files with 92 additions and 0 deletions

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@@ -252,6 +252,7 @@
<Compile Include="GlobalChat.cs" />
<Compile Include="Primitives\ObservableList.cs" />
<Compile Include="Graphics\RgbaColorRenderer.cs" />
<Compile Include="Traits\Player\IndexedPlayerPalette.cs" />
</ItemGroup>
<ItemGroup>
<Compile Include="FileSystem\D2kSoundResources.cs" />

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@@ -0,0 +1,91 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using OpenRA.Graphics;
namespace OpenRA.Traits
{
[Desc("Define a player palette by swapping palette indices.")]
public class IndexedPlayerPaletteInfo : ITraitInfo, IRulesetLoaded
{
[Desc("The name of the palette to base off.")]
[PaletteReference] public readonly string BasePalette = null;
[Desc("The prefix for the resulting player palettes")]
[PaletteDefinition(true)] public readonly string BaseName = "player";
[Desc("Remap these indices to player colors.")]
public readonly int[] RemapIndex = { };
[Desc("Allow palette modifiers to change the palette.")]
public readonly bool AllowModifiers = true;
public readonly Dictionary<string, int[]> PlayerIndex;
public object Create(ActorInitializer init) { return new IndexedPlayerPalette(this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
foreach (var p in PlayerIndex)
if (p.Value.Length != RemapIndex.Length)
throw new YamlException("PlayerIndex for player `{0}` length does not match RemapIndex!".F(p.Key));
}
}
public class IndexedPlayerPalette : ILoadsPlayerPalettes
{
readonly IndexedPlayerPaletteInfo info;
public IndexedPlayerPalette(IndexedPlayerPaletteInfo info)
{
this.info = info;
}
public void LoadPlayerPalettes(WorldRenderer wr, string playerName, HSLColor color, bool replaceExisting)
{
var basePalette = wr.Palette(info.BasePalette).Palette;
ImmutablePalette pal;
int[] remap;
if (info.PlayerIndex.TryGetValue(playerName, out remap))
pal = new ImmutablePalette(basePalette, new IndexedColorRemap(basePalette, info.RemapIndex, remap));
else
pal = new ImmutablePalette(basePalette);
wr.AddPalette(info.BaseName + playerName, pal, info.AllowModifiers, replaceExisting);
}
}
public class IndexedColorRemap : IPaletteRemap
{
Dictionary<int, int> replacements = new Dictionary<int, int>();
IPalette basePalette;
public IndexedColorRemap(IPalette basePalette, int[] ramp, int[] remap)
{
this.basePalette = basePalette;
if (ramp.Length != remap.Length)
throw new InvalidDataException("ramp and remap lengths do no match.");
for (var i = 0; i < ramp.Length; i++)
replacements[ramp[i]] = remap[i];
}
public Color GetRemappedColor(Color original, int index)
{
int c;
return replacements.TryGetValue(index, out c)
? basePalette.GetColor(c) : original;
}
}
}