- 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.
52 lines
1.3 KiB
C#
Executable File
52 lines
1.3 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 OpenRA.Graphics;
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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 PaletteName = "colorpicker";
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public readonly int[] RemapIndices = ChromeMetrics.Get<int[]>("ColorPickerRemapIndices");
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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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IPalette preview;
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[ObjectCreator.UseCtor]
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public ColorPreviewManagerWidget(WorldRenderer worldRenderer)
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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(PaletteName).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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cachedColor = Color;
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var newPalette = new MutablePalette(preview);
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newPalette.ApplyRemap(new PlayerColorRemap(RemapIndices, Color, Ramp));
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worldRenderer.ReplacePalette(PaletteName, newPalette);
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}
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}
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}
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