Files
OpenRA/OpenRA.Mods.RA/ShroudPalette.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

61 lines
1.5 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.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Adds the hard-coded shroud palette to the game")]
class ShroudPaletteInfo : ITraitInfo
{
[Desc("Internal palette name")]
public readonly string Name = "shroud";
[Desc("Palette type")]
public readonly bool Fog = false;
public object Create(ActorInitializer init) { return new ShroudPalette(this); }
}
class ShroudPalette : ILoadsPalettes
{
readonly ShroudPaletteInfo info;
public ShroudPalette(ShroudPaletteInfo info) { this.info = info; }
public void LoadPalettes(WorldRenderer wr)
{
var c = info.Fog ? Fog : Shroud;
wr.AddPalette(info.Name, new ImmutablePalette(Enumerable.Range(0, Palette.Size).Select(i => (uint)c[i % 8].ToArgb())));
}
static Color[] Fog = new[] {
Color.Transparent, Color.Green,
Color.Blue, Color.Yellow,
Color.FromArgb(128,0,0,0),
Color.FromArgb(96,0,0,0),
Color.FromArgb(64,0,0,0),
Color.FromArgb(32,0,0,0)
};
static Color[] Shroud = new[] {
Color.Transparent, Color.Green,
Color.Blue, Color.Yellow,
Color.Black,
Color.FromArgb(160,0,0,0),
Color.FromArgb(128,0,0,0),
Color.FromArgb(64,0,0,0)
};
}
}