Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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53
OpenRA.Game/Graphics/PlayerColorRemap.cs
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53
OpenRA.Game/Graphics/PlayerColorRemap.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Immutable;
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using OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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public class PlayerColorRemap : IPaletteRemap
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{
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readonly ImmutableArray<int> remapIndices;
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readonly float hue;
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readonly float saturation;
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readonly float value;
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public PlayerColorRemap(ImmutableArray<int> remapIndices, Color color)
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{
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this.remapIndices = remapIndices;
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var (r, g, b) = color.ToLinear();
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(hue, saturation, value) = Color.RgbToHsv(r, g, b);
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}
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public Color GetRemappedColor(Color original, int index)
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{
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if (!remapIndices.Contains(index))
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return original;
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// Color remapping is applied in a linear color space, so start
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// by undoing the pre-multiplied alpha and gamma corrections
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var (r, g, b) = original.ToLinear();
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// Calculate the brightness (i.e HSV value) of the original colour
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// This inlines the single line of Color.RgbToHsv() that we need
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var value = Math.Max(Math.Max(r, g), b);
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// Construct the new RGB color
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(r, g, b) = Color.HsvToRgb(hue, saturation, value * this.value);
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// Convert linear back to SRGB and pre-multiply by the alpha
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return Color.FromLinear(original.A, r, g, b);
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}
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}
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}
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