Files
OpenRA/OpenRA.Mods.Common/Traits/World/PaletteFromEmbeddedSpritePalette.cs

67 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class PaletteFromEmbeddedSpritePaletteInfo : ITraitInfo, IProvidesCursorPaletteInfo
{
[PaletteDefinition]
[FieldLoader.Require]
[Desc("Internal palette name")]
public readonly string Name = null;
[FieldLoader.Require]
[Desc("Sequence image holding the palette definition")]
public readonly string Image = null;
[FieldLoader.Require]
[Desc("Sequence holding the palette definition")]
public readonly string Sequence = null;
[Desc("Allow palette modifiers to change the palette.")]
public readonly bool AllowModifiers = true;
[Desc("Whether this palette is available for cursors.")]
public readonly bool CursorPalette = false;
public object Create(ActorInitializer init) { return new PaletteFromEmbeddedSpritePalette(this); }
string IProvidesCursorPaletteInfo.Palette { get { return CursorPalette ? Name : null; } }
ImmutablePalette IProvidesCursorPaletteInfo.ReadPalette(IReadOnlyFileSystem fileSystem)
{
var sequence = (DefaultSpriteSequence)Game.ModData.DefaultSequences.Values.First().GetSequence(Image, Sequence);
return new ImmutablePalette(sequence.EmbeddedPalette);
}
}
public class PaletteFromEmbeddedSpritePalette : ILoadsPalettes, IProvidesAssetBrowserPalettes
{
readonly PaletteFromEmbeddedSpritePaletteInfo info;
public PaletteFromEmbeddedSpritePalette(PaletteFromEmbeddedSpritePaletteInfo info) { this.info = info; }
public void LoadPalettes(WorldRenderer wr)
{
var sequence = (DefaultSpriteSequence)wr.World.Map.Rules.Sequences.GetSequence(info.Image, info.Sequence);
wr.AddPalette(info.Name, new ImmutablePalette(sequence.EmbeddedPalette), info.AllowModifiers);
}
public IEnumerable<string> PaletteNames { get { yield return info.Name; } }
}
}