#region Copyright & License Information /* * Copyright 2007-2010 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 LICENSE. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using OpenRA.FileFormats; using OpenRA.Traits; using OpenRA.FileFormats.Graphics; namespace OpenRA.Graphics { class HardwarePalette { public const int MaxPalettes = 64; int allocated = 0; ITexture texture; // We need to store the Palettes themselves for the remap palettes to work // We should probably try to fix this somehow Dictionary palettes; Dictionary indices; public HardwarePalette(Map map) { palettes = new Dictionary(); indices = new Dictionary(); texture = Game.Renderer.Device.CreateTexture(); } public Palette GetPalette(string name) { try { return palettes[name]; } catch (KeyNotFoundException) { throw new InvalidOperationException( "Palette `{0}` does not exist".F(name)); } } public int GetPaletteIndex(string name) { try { return indices[name]; } catch (KeyNotFoundException) { throw new InvalidOperationException( "Palette `{0}` does not exist".F(name)); } } public int AddPalette(string name, Palette p) { palettes.Add(name, p); indices.Add(name, allocated); /*for (int i = 0; i < 256; i++) { this[new Point(i, allocated)] = p.GetColor(i); }*/ return allocated++; } public void UpdatePalette(string name, Palette p) { palettes[name] = p; var j = indices[name]; /* for (int i = 0; i < 256; i++) { this[new Point(i, j)] = p.GetColor(i); }*/ } public void Update(IEnumerable paletteMods) { //var b = new Bitmap(Bitmap); //foreach (var mod in paletteMods) // mod.AdjustPalette(b); var data = new uint[MaxPalettes,256]; foreach (var pal in palettes) { var j = indices[pal.Key]; var c = pal.Value.Values; for (var i = 0; i < 256; i++) data[j,i] = c[i]; } // Doesn't work texture.SetData(data); /* // Works var foo = new Bitmap(256,MaxPalettes); for (int j = 0; j < MaxPalettes; j++) for (int i = 0; i < 256; i++) foo.SetPixel(i,j,Color.FromArgb((int)data[i,j])); Texture.SetData(foo); */ Game.Renderer.PaletteTexture = texture; } } }