Files
OpenRA/OpenRa.Game/Graphics/HardwarePalette.cs
2010-02-05 11:02:38 +13:00

60 lines
1.9 KiB
C#

using System.Collections.Generic;
using System.Drawing;
using OpenRa.FileFormats;
using OpenRa.Traits;
namespace OpenRa.Graphics
{
public enum PaletteType
{
Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
Shadow, Invuln, Disabled, Highlight, Shroud, Chrome,
Terrain
};
class HardwarePalette : Sheet
{
const int maxEntries = 16;
int allocated = 0;
public HardwarePalette(Renderer renderer, Map map)
: base(renderer,new Size(256, maxEntries))
{
Palette pal = new Palette(FileSystem.Open(map.Theater + ".pal"));
AddPalette(pal); // Gold
foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" })
AddPalette(new Palette(pal, new PlayerColorRemap(FileSystem.Open(remap + ".rem"))));
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0)))); // Shadow
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 128, 0, 0)))); // Invulnerable (Iron Curtain)
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(180, 0, 0, 0)))); // Disabled / Low power
AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255)))); // Highlight
AddPalette(new Palette(pal, new ShroudPaletteRemap())); // Shroud
AddPalette(pal); // Chrome (it's like gold, but we're not going to hax it in palettemods)
Palette palTerrain = new Palette(FileSystem.Open("temperat_ra.pal"));
AddPalette(palTerrain); // Terrain
}
int AddPalette(Palette p)
{
for (int i = 0; i < 256; i++)
this[new Point(i, allocated)] = p.GetColor(i);
return allocated++;
}
public void Update(IEnumerable<IPaletteModifier> paletteMods)
{
var b = new Bitmap(Bitmap);
foreach (var mod in paletteMods)
mod.AdjustPalette(b);
Texture.SetData(b);
Game.renderer.PaletteTexture = Texture;
}
}
}