using System.Collections.Generic; using System.Drawing; using OpenRa.FileFormats; using OpenRa.Traits; namespace OpenRa.Graphics { public enum PaletteType { Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray, Shadow, Invuln, Disabled, Highlight, Shroud, Chrome, Terrain }; class HardwarePalette : Sheet { const int maxEntries = 16; int allocated = 0; public HardwarePalette(Renderer renderer, Map map) : base(renderer,new Size(256, maxEntries)) { Palette pal = new Palette(FileSystem.Open(map.Theater + ".pal")); AddPalette(pal); // Gold foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" }) AddPalette(new Palette(pal, new PlayerColorRemap(FileSystem.Open(remap + ".rem")))); AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0)))); // Shadow AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 128, 0, 0)))); // Invulnerable (Iron Curtain) AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(180, 0, 0, 0)))); // Disabled / Low power AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255)))); // Highlight AddPalette(new Palette(pal, new ShroudPaletteRemap())); // Shroud AddPalette(pal); // Chrome (it's like gold, but we're not going to hax it in palettemods) Palette palTerrain = new Palette(FileSystem.Open("temperat_ra.pal")); AddPalette(palTerrain); // Terrain } int AddPalette(Palette p) { 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; } } }