#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Linq; using OpenRA.Primitives; namespace OpenRA.Graphics { public class PlayerColorRemap : IPaletteRemap { readonly int[] remapIndices; readonly float hue; readonly float saturation; public PlayerColorRemap(int[] remapIndices, float hue, float saturation) { this.remapIndices = remapIndices; this.hue = hue; this.saturation = saturation; } public Color GetRemappedColor(Color original, int index) { if (!remapIndices.Contains(index)) return original; // Color remapping is applied in a linear color space, so start // by undoing the pre-multiplied alpha and gamma corrections var (r, g, b) = original.ToLinear(); // Calculate the brightness (i.e HSV value) of the original colour // This inlines the single line of Color.RgbToHsv() that we need var value = Math.Max(Math.Max(r, g), b); // Construct the new RGB color (r, g, b) = Color.HsvToRgb(hue, saturation, value); // Convert linear back to SRGB and pre-multiply by the alpha return Color.FromLinear(original.A, r, g, b); } } }