Files
OpenRA/OpenRA.Mods.RA/MenuPaletteEffect.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

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