Add IndexedPlayerPalette for original campaign colors.
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@@ -252,6 +252,7 @@
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<Compile Include="GlobalChat.cs" />
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<Compile Include="GlobalChat.cs" />
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<Compile Include="Primitives\ObservableList.cs" />
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<Compile Include="Primitives\ObservableList.cs" />
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<Compile Include="Graphics\RgbaColorRenderer.cs" />
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<Compile Include="Graphics\RgbaColorRenderer.cs" />
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<Compile Include="Traits\Player\IndexedPlayerPalette.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="FileSystem\D2kSoundResources.cs" />
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<Compile Include="FileSystem\D2kSoundResources.cs" />
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91
OpenRA.Game/Traits/Player/IndexedPlayerPalette.cs
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91
OpenRA.Game/Traits/Player/IndexedPlayerPalette.cs
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@@ -0,0 +1,91 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using OpenRA.Graphics;
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namespace OpenRA.Traits
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{
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[Desc("Define a player palette by swapping palette indices.")]
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public class IndexedPlayerPaletteInfo : ITraitInfo, IRulesetLoaded
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{
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[Desc("The name of the palette to base off.")]
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[PaletteReference] public readonly string BasePalette = null;
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[Desc("The prefix for the resulting player palettes")]
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[PaletteDefinition(true)] public readonly string BaseName = "player";
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[Desc("Remap these indices to player colors.")]
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public readonly int[] RemapIndex = { };
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[Desc("Allow palette modifiers to change the palette.")]
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public readonly bool AllowModifiers = true;
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public readonly Dictionary<string, int[]> PlayerIndex;
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public object Create(ActorInitializer init) { return new IndexedPlayerPalette(this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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foreach (var p in PlayerIndex)
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if (p.Value.Length != RemapIndex.Length)
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throw new YamlException("PlayerIndex for player `{0}` length does not match RemapIndex!".F(p.Key));
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}
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}
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public class IndexedPlayerPalette : ILoadsPlayerPalettes
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{
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readonly IndexedPlayerPaletteInfo info;
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public IndexedPlayerPalette(IndexedPlayerPaletteInfo info)
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{
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this.info = info;
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}
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public void LoadPlayerPalettes(WorldRenderer wr, string playerName, HSLColor color, bool replaceExisting)
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{
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var basePalette = wr.Palette(info.BasePalette).Palette;
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ImmutablePalette pal;
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int[] remap;
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if (info.PlayerIndex.TryGetValue(playerName, out remap))
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pal = new ImmutablePalette(basePalette, new IndexedColorRemap(basePalette, info.RemapIndex, remap));
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else
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pal = new ImmutablePalette(basePalette);
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wr.AddPalette(info.BaseName + playerName, pal, info.AllowModifiers, replaceExisting);
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}
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}
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public class IndexedColorRemap : IPaletteRemap
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{
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Dictionary<int, int> replacements = new Dictionary<int, int>();
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IPalette basePalette;
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public IndexedColorRemap(IPalette basePalette, int[] ramp, int[] remap)
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{
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this.basePalette = basePalette;
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if (ramp.Length != remap.Length)
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throw new InvalidDataException("ramp and remap lengths do no match.");
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for (var i = 0; i < ramp.Length; i++)
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replacements[ramp[i]] = remap[i];
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}
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public Color GetRemappedColor(Color original, int index)
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{
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int c;
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return replacements.TryGetValue(index, out c)
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? basePalette.GetColor(c) : original;
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}
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}
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}
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