using System.Collections.Generic; using System.Drawing; using OpenRa.FileFormats; using OpenRa.Traits; using System; namespace OpenRa.Graphics { class HardwarePalette : Sheet { const int maxEntries = 16; int allocated = 0; // We need to store the Palettes themselves for the remap palettes to work // We should probably try to fix this somehow static Dictionary palettes; static Dictionary indices; public HardwarePalette(Renderer renderer, Map map) : base(renderer,new Size(256, maxEntries)) { palettes = new Dictionary(); indices = new Dictionary(); } 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 Update(IEnumerable paletteMods) { var b = new Bitmap(Bitmap); foreach (var mod in paletteMods) mod.AdjustPalette(b); Texture.SetData(b); Game.renderer.PaletteTexture = Texture; } } }