Files
OpenRA/OpenRA.Game/Traits/Player/PlayerHighlightPalette.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

44 lines
1.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2013 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;
namespace OpenRA.Traits
{
[Desc("Add this to the Player actor definition.")]
public class PlayerHighlightPaletteInfo : ITraitInfo
{
[Desc("The prefix for the resulting player palettes")]
public readonly string BaseName = "highlight";
public object Create(ActorInitializer init) { return new PlayerHighlightPalette(init.self.Owner, this); }
}
public class PlayerHighlightPalette : ILoadsPalettes
{
readonly Player owner;
readonly PlayerHighlightPaletteInfo info;
public PlayerHighlightPalette(Player owner, PlayerHighlightPaletteInfo info)
{
this.owner = owner;
this.info = info;
}
public void LoadPalettes(WorldRenderer wr)
{
var argb = (uint)Color.FromArgb(128, owner.Color.RGB).ToArgb();
wr.AddPalette(info.BaseName + owner.InternalName, new ImmutablePalette(Enumerable.Range(0, Palette.Size).Select(i => i == 0 ? 0 : argb)));
}
}
}