Files
OpenRA/OpenRA.Mods.RA/CloakPaletteEffect.cs
RoosterDragon 7030d8b2b6 Changed HardwarePalette.ApplyModifiers to be more efficient.
- Add separate ImmutablePalette and MutablePalette classes since the distinction is extremely important to HardwarePalette.
- Keep a cache of palettes in HardwarePalette to avoid reallocation them every time ApplyModifiers is called.
- Palettes that are not allowed to be modified are copied to the buffer once when added, rather than every time ApplyModifiers is called.
- The AdjustPalette method now takes a read-only dictionary to prevent the dictionary being messed with.
- Added a constant for the palette size to remove its usage as a magic number in several areas.
- The ColorPreviewManagerWidget is annoying in that it needs to actually permanently update a palette after it has been added. To allow this, HardwarePalette now allows a palette to be replaced after initialization. The WorldRenderer therefore now also updates the PaletteReference it created earlier with the new palette to prevent stale data being used elsewhere.
2014-06-28 01:11:48 +01:00

51 lines
1.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.RA
{
public class CloakPaletteEffectInfo : TraitInfo<CloakPaletteEffect> { }
public class CloakPaletteEffect : IPaletteModifier, ITick
{
float t = 0;
string paletteName = "cloak";
Color[] colors = {
Color.FromArgb(55, 205, 205, 220),
Color.FromArgb(120, 205, 205, 230),
Color.FromArgb(192, 180, 180, 255),
Color.FromArgb(178, 205, 250, 220),
};
public void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> b)
{
var i = (int)t;
var p = b[paletteName];
for (var j = 0; j < colors.Length; j++)
{
var k = (i + j) % 16 + 0xb0;
p.SetColor(k, colors[j]);
}
}
public void Tick(Actor self)
{
t += 0.25f;
if (t >= 256) t = 0;
}
}
}