- 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.
162 lines
4.0 KiB
C#
162 lines
4.0 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 System.Drawing.Imaging;
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using System.IO;
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using System.Reflection;
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using System.Runtime.InteropServices;
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namespace OpenRA.Graphics
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{
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public interface IPalette { uint this[int index] { get; } }
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public interface IPaletteRemap { Color GetRemappedColor(Color original, int index); }
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public static class Palette
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{
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public const int Size = 256;
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public static Color GetColor(this IPalette palette, int index)
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{
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return Color.FromArgb((int)palette[index]);
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}
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public static ColorPalette AsSystemPalette(this IPalette palette)
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{
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ColorPalette pal;
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using (var b = new Bitmap(1, 1, PixelFormat.Format8bppIndexed))
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pal = b.Palette;
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for (var i = 0; i < Size; i++)
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pal.Entries[i] = palette.GetColor(i);
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// hack around a mono bug -- the palette flags get set wrong.
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if (Platform.CurrentPlatform != PlatformType.Windows)
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typeof(ColorPalette).GetField("flags",
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BindingFlags.Instance | BindingFlags.NonPublic).SetValue(pal, 1);
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return pal;
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}
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public static Bitmap AsBitmap(this IPalette palette)
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{
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var b = new Bitmap(Size, 1, PixelFormat.Format32bppArgb);
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var data = b.LockBits(new Rectangle(0, 0, b.Width, b.Height),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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var temp = new uint[Palette.Size];
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for (int i = 0; i < temp.Length; i++)
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temp[i] = palette[i];
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Marshal.Copy((int[])(object)temp, 0, data.Scan0, Size);
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b.UnlockBits(data);
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return b;
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}
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public static IPalette AsReadOnly(this IPalette palette)
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{
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if (palette is ImmutablePalette)
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return palette;
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return new ReadOnlyPalette(palette);
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}
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class ReadOnlyPalette : IPalette
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{
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IPalette palette;
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public ReadOnlyPalette(IPalette palette) { this.palette = palette; }
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public uint this[int index] { get { return palette[index]; } }
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}
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}
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public class ImmutablePalette : IPalette
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{
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readonly uint[] colors = new uint[Palette.Size];
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public uint this[int index]
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{
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get { return colors[index]; }
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}
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public ImmutablePalette(string filename, int[] remap)
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{
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using (var s = File.OpenRead(filename))
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LoadFromStream(s, remap);
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}
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public ImmutablePalette(Stream s, int[] remapShadow)
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{
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LoadFromStream(s, remapShadow);
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}
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void LoadFromStream(Stream s, int[] remapShadow)
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{
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using (var reader = new BinaryReader(s))
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for (var i = 0; i < Palette.Size; i++)
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{
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var r = (byte)(reader.ReadByte() << 2);
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var g = (byte)(reader.ReadByte() << 2);
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var b = (byte)(reader.ReadByte() << 2);
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colors[i] = (uint)((255 << 24) | (r << 16) | (g << 8) | b);
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}
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colors[0] = 0; // Convert black background to transparency.
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foreach (var i in remapShadow)
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colors[i] = 140u << 24;
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}
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public ImmutablePalette(IPalette p, IPaletteRemap r)
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: this(p)
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{
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for (var i = 0; i < Palette.Size; i++)
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colors[i] = (uint)r.GetRemappedColor(this.GetColor(i), i).ToArgb();
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}
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public ImmutablePalette(IPalette p)
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{
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for (int i = 0; i < Palette.Size; i++)
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colors[i] = p[i];
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}
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public ImmutablePalette(IEnumerable<uint> sourceColors)
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{
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var i = 0;
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foreach (var sourceColor in sourceColors)
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colors[i++] = sourceColor;
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}
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}
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public class MutablePalette : IPalette
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{
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readonly uint[] colors = new uint[Palette.Size];
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public uint this[int index]
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{
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get { return colors[index]; }
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set { colors[index] = value; }
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}
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public MutablePalette(IPalette p)
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{
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for (int i = 0; i < Palette.Size; i++)
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this[i] = p[i];
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}
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public void SetColor(int index, Color color)
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{
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colors[index] = (uint)color.ToArgb();
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}
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public void ApplyRemap(IPaletteRemap r)
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{
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for (var i = 0; i < Palette.Size; i++)
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colors[i] = (uint)r.GetRemappedColor(this.GetColor(i), i).ToArgb();
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}
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}
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}
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