Files
OpenRA/OpenRA.Mods.Common/Traits/PaletteEffects/MenuPaletteEffect.cs
2015-01-09 21:18:05 +01:00

101 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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 COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world")]
public class MenuPaletteEffectInfo : ITraitInfo
{
[Desc("Time (in ticks) to fade between states")]
public readonly int FadeLength = 10;
[Desc("Effect style to fade to during gameplay. Accepts values of None or Desaturated.")]
public readonly MenuPaletteEffect.EffectType Effect = MenuPaletteEffect.EffectType.None;
[Desc("Effect style to fade to when opening the in-game menu. Accepts values of None, Black or Desaturated.")]
public readonly MenuPaletteEffect.EffectType MenuEffect = MenuPaletteEffect.EffectType.None;
public object Create(ActorInitializer init) { return new MenuPaletteEffect(this); }
}
public class MenuPaletteEffect : IPaletteModifier, ITickRender, IWorldLoaded
{
public enum EffectType { None, Black, Desaturated }
public readonly MenuPaletteEffectInfo Info;
int remainingFrames;
EffectType from = EffectType.Black;
EffectType to = EffectType.Black;
public MenuPaletteEffect(MenuPaletteEffectInfo info) { Info = info; }
public void Fade(EffectType type)
{
remainingFrames = Info.FadeLength;
from = to;
to = type;
}
public void TickRender(WorldRenderer wr, Actor self)
{
if (remainingFrames > 0)
remainingFrames--;
}
static Color ColorForEffect(EffectType t, Color orig)
{
switch (t)
{
case EffectType.Black:
return Color.FromArgb(orig.A, Color.Black);
case EffectType.Desaturated:
var lum = (int)(255 * orig.GetBrightness());
return Color.FromArgb(orig.A, lum, lum, lum);
default:
case EffectType.None:
return orig;
}
}
public void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> palettes)
{
if (to == EffectType.None && remainingFrames == 0)
return;
foreach (var pal in palettes.Values)
{
for (var x = 0; x < Palette.Size; x++)
{
var orig = pal.GetColor(x);
var t = ColorForEffect(to, orig);
if (remainingFrames == 0)
pal.SetColor(x, t);
else
{
var f = ColorForEffect(from, orig);
pal.SetColor(x, Exts.ColorLerp((float)remainingFrames / Info.FadeLength, t, f));
}
}
}
}
public void WorldLoaded(World w, WorldRenderer wr)
{
Fade(Info.Effect);
}
}
}