Files
OpenRA/OpenRA.Game/Traits/Player/FixedColorPalette.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

50 lines
1.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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 OpenRA.Graphics;
namespace OpenRA.Traits
{
[Desc("Add this to the World actor definition.")]
public class FixedColorPaletteInfo : ITraitInfo
{
[Desc("The name of the palette to base off.")]
public readonly string Base = "terrain";
[Desc("The name of the resulting palette")]
public readonly string Name = "resources";
[Desc("Remap these indices to pre-defined colors.")]
public readonly int[] RemapIndex = { };
[Desc("The fixed color to remap.")]
public readonly HSLColor Color;
[Desc("Luminosity range to span.")]
public readonly float Ramp = 0.05f;
[Desc("Allow palette modifiers to change the palette.")]
public readonly bool AllowModifiers = true;
public object Create(ActorInitializer init) { return new FixedColorPalette(this); }
}
public class FixedColorPalette : ILoadsPalettes
{
readonly FixedColorPaletteInfo info;
public FixedColorPalette(FixedColorPaletteInfo info)
{
this.info = info;
}
public void LoadPalettes(WorldRenderer wr)
{
var remap = new PlayerColorRemap(info.RemapIndex, info.Color, info.Ramp);
wr.AddPalette(info.Name, new ImmutablePalette(wr.Palette(info.Base).Palette, remap), info.AllowModifiers);
}
}
}