- 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.
134 lines
3.6 KiB
C#
134 lines
3.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2013 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.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Linq;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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namespace OpenRA.Editor
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{
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public class TileSetRenderer
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{
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public TileSet TileSet;
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Dictionary<ushort, List<byte[]>> templates;
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public readonly int TileSize;
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// Extract a square tile that the editor can render
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byte[] ExtractSquareTile(ISpriteFrame frame)
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{
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var data = new byte[TileSize * TileSize];
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// Invalid tile size: return blank tile
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if (frame.Size.Width < TileSize || frame.Size.Height < TileSize)
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return new byte[0];
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var frameData = frame.Data;
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var xOffset = (frame.Size.Width - TileSize) / 2;
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var yOffset = (frame.Size.Height - TileSize) / 2;
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for (var y = 0; y < TileSize; y++)
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for (var x = 0; x < TileSize; x++)
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data[y * TileSize + x] = frameData[(yOffset + y) * frame.Size.Width + x + xOffset];
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return data;
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}
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List<byte[]> LoadTemplate(string filename, string[] exts, Dictionary<string, ISpriteSource> sourceCache, int[] frames)
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{
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ISpriteSource source;
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if (!sourceCache.ContainsKey(filename))
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{
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using (var s = GlobalFileSystem.OpenWithExts(filename, exts))
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source = SpriteSource.LoadSpriteSource(s, filename);
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if (source.CacheWhenLoadingTileset)
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sourceCache.Add(filename, source);
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}
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else
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source = sourceCache[filename];
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if (frames != null)
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{
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var ret = new List<byte[]>();
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var srcFrames = source.Frames.ToArray();
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foreach (var i in frames)
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ret.Add(ExtractSquareTile(srcFrames[i]));
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return ret;
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}
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return source.Frames.Select(f => ExtractSquareTile(f)).ToList();
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}
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public TileSetRenderer(TileSet tileset, Size tileSize)
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{
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this.TileSet = tileset;
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this.TileSize = Math.Min(tileSize.Width, tileSize.Height);
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templates = new Dictionary<ushort, List<byte[]>>();
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var sourceCache = new Dictionary<string, ISpriteSource>();
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foreach (var t in TileSet.Templates)
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templates.Add(t.Key, LoadTemplate(t.Value.Image, tileset.Extensions, sourceCache, t.Value.Frames));
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}
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public Bitmap RenderTemplate(ushort id, IPalette p)
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{
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var template = TileSet.Templates[id];
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var templateData = templates[id];
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var bitmap = new Bitmap(TileSize * template.Size.X, TileSize * template.Size.Y,
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PixelFormat.Format8bppIndexed);
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bitmap.Palette = p.AsSystemPalette();
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var data = bitmap.LockBits(bitmap.Bounds(),
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ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed);
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unsafe
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{
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var q = (byte*)data.Scan0.ToPointer();
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var stride = data.Stride;
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for (var u = 0; u < template.Size.X; u++)
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{
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for (var v = 0; v < template.Size.Y; v++)
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{
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var rawImage = templateData[u + v * template.Size.X];
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if (rawImage != null && rawImage.Length > 0)
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{
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for (var i = 0; i < TileSize; i++)
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for (var j = 0; j < TileSize; j++)
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q[(v * TileSize + j) * stride + u * TileSize + i] = rawImage[i + TileSize * j];
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}
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else
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{
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for (var i = 0; i < TileSize; i++)
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for (var j = 0; j < TileSize; j++)
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q[(v * TileSize + j) * stride + u * TileSize + i] = 0;
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}
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}
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}
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}
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bitmap.UnlockBits(data);
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return bitmap;
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}
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public List<byte[]> Data(ushort id)
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{
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return templates[id];
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}
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}
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}
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