- 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.
98 lines
2.5 KiB
C#
98 lines
2.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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[Desc("Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world")]
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public class MenuPaletteEffectInfo : ITraitInfo
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{
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[Desc("Time (in ticks) to fade between states")]
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public readonly int FadeLength = 10;
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[Desc("Effect style to fade to. Accepts values of None or Desaturated")]
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public readonly MenuPaletteEffect.EffectType Effect = MenuPaletteEffect.EffectType.None;
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public object Create(ActorInitializer init) { return new MenuPaletteEffect(this); }
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}
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public class MenuPaletteEffect : IPaletteModifier, ITickRender, IWorldLoaded
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{
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public enum EffectType { None, Black, Desaturated }
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public readonly MenuPaletteEffectInfo Info;
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int remainingFrames;
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EffectType from = EffectType.Black;
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EffectType to = EffectType.Black;
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public MenuPaletteEffect(MenuPaletteEffectInfo info) { Info = info; }
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public void Fade(EffectType type)
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{
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remainingFrames = Info.FadeLength;
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from = to;
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to = type;
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}
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public void TickRender(WorldRenderer wr, Actor self)
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{
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if (remainingFrames > 0)
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remainingFrames--;
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}
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static Color ColorForEffect(EffectType t, Color orig)
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{
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switch (t)
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{
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case EffectType.Black:
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return Color.FromArgb(orig.A, Color.Black);
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case EffectType.Desaturated:
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var lum = (int)(255 * orig.GetBrightness());
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return Color.FromArgb(orig.A, lum, lum, lum);
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default:
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case EffectType.None:
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return orig;
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}
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}
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public void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> palettes)
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{
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if (to == EffectType.None && remainingFrames == 0)
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return;
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foreach (var pal in palettes.Values)
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{
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for (var x = 0; x < Palette.Size; x++)
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{
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var orig = pal.GetColor(x);
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var t = ColorForEffect(to, orig);
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if (remainingFrames == 0)
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pal.SetColor(x, t);
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else
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{
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var f = ColorForEffect(from, orig);
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pal.SetColor(x, Exts.ColorLerp((float)remainingFrames / Info.FadeLength, t, f));
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}
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}
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}
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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Fade(Info.Effect);
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}
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}
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}
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