Fixes: * Nuclear-purple color exploit. * #3247. * Removes a bunch of unnecessary color conversions every frame. Caveats: * The ramp range is now defined on the palette, so ramps can no longer be set per-player (may impact maps which define custom colors). * It's no longer possible to perfectly recreate the original WW color ramps (I doubt we care). * The old ColorRamp setting isn't migrated, so players will lose their color settings.
56 lines
1.2 KiB
C#
Executable File
56 lines
1.2 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Widgets
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{
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public class ColorPreviewManagerWidget : Widget
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{
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public readonly string Palette = "colorpicker";
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public readonly int[] RemapIndices = {};
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public readonly float Ramp = 0.05f;
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public HSLColor Color;
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HSLColor cachedColor;
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WorldRenderer worldRenderer;
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Palette preview;
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[ObjectCreator.UseCtor]
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public ColorPreviewManagerWidget(WorldRenderer worldRenderer)
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: base()
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{
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this.worldRenderer = worldRenderer;
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}
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public override void Initialize(WidgetArgs args)
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{
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base.Initialize(args);
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preview = worldRenderer.Palette(Palette).Palette;
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}
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public override void Tick()
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{
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if (cachedColor == Color)
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return;
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preview.ApplyRemap(new PlayerColorRemap(RemapIndices, Color, Ramp));
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cachedColor = Color;
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}
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}
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}
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