Files
OpenRA/OpenRA.Game/Graphics/HardwarePalette.cs
2010-08-14 22:23:22 +12:00

111 lines
2.6 KiB
C#

#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<string, Palette> palettes;
Dictionary<string, int> indices;
public HardwarePalette(Map map)
{
palettes = new Dictionary<string, Palette>();
indices = new Dictionary<string, int>();
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<IPaletteModifier> 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;
}
}
}