Files
OpenRA/OpenRA.Mods.RA/WaterPaletteRotation.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

65 lines
1.6 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.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Palette effect used for sprinkle \"animations\" on terrain tiles.")]
class WaterPaletteRotationInfo : ITraitInfo
{
public readonly string[] ExcludePalettes = { };
public object Create(ActorInitializer init) { return new WaterPaletteRotation(init.world, this); }
}
class WaterPaletteRotation : ITick, IPaletteModifier
{
float t = 0;
readonly WaterPaletteRotationInfo info;
readonly World world;
public WaterPaletteRotation(World world, WaterPaletteRotationInfo info)
{
this.world = world;
this.info = info;
}
public void Tick(Actor self) { t += .25f; }
uint[] temp = new uint[7]; /* allocating this on the fly actually hurts our profile */
public void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> palettes)
{
var rotate = (int)t % 7;
if (rotate == 0)
return;
foreach (var kvp in palettes)
{
if (info.ExcludePalettes.Contains(kvp.Key))
continue;
var palette = kvp.Value;
for (var i = 0; i < 7; i++)
temp[(rotate + i) % 7] = palette[world.TileSet.WaterPaletteRotationBase + i];
for (var i = 0; i < 7; i++)
palette[world.TileSet.WaterPaletteRotationBase + i] = temp[i];
}
}
}
}