Files
OpenRA/OpenRa.Game/Graphics/HardwarePalette.cs
2010-02-16 21:20:41 +13:00

87 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using OpenRa.FileFormats;
using OpenRa.Traits;
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<string, Palette> palettes;
static Dictionary<string, int> indices;
public HardwarePalette(Renderer renderer, Map map)
: base(renderer,new Size(256, maxEntries))
{
palettes = new Dictionary<string, Palette>();
indices = new Dictionary<string, int>();
}
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<IPaletteModifier> paletteMods)
{
var b = new Bitmap(Bitmap);
foreach (var mod in paletteMods)
mod.AdjustPalette(b);
Texture.SetData(b);
Game.renderer.PaletteTexture = Texture;
}
}
}