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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79
OpenRA.Mods.Common/Traits/Palettes/ColorPickerPalette.cs
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79
OpenRA.Mods.Common/Traits/Palettes/ColorPickerPalette.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.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Create a color picker palette from another palette.")]
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sealed class ColorPickerPaletteInfo : TraitInfo
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{
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[PaletteDefinition]
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[FieldLoader.Require]
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[Desc("Internal palette name.")]
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public readonly string Name = null;
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[PaletteReference]
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[FieldLoader.Require]
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[Desc("The name of the palette to base off.")]
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public readonly string BasePalette = null;
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[Desc("Remap these indices to player colors.")]
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public readonly ImmutableArray<int> RemapIndex = [];
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[Desc("Allow palette modifiers to change the palette.")]
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public readonly bool AllowModifiers = true;
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public override object Create(ActorInitializer init) { return new ColorPickerPalette(this); }
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}
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sealed class ColorPickerPalette : ILoadsPalettes, IProvidesAssetBrowserColorPickerPalettes, ITickRender
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{
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readonly ColorPickerPaletteInfo info;
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Color color;
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Color preferredColor;
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public ColorPickerPalette(ColorPickerPaletteInfo info)
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{
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this.info = info;
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// All users need to use the same TraitInfo instance, chosen as the default mod rules
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var colorManager = Game.ModData.DefaultRules.Actors[SystemActors.World].TraitInfo<IColorPickerManagerInfo>();
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colorManager.OnColorPickerColorUpdate += c => preferredColor = c;
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preferredColor = Game.Settings.Player.Color;
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}
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void ILoadsPalettes.LoadPalettes(WorldRenderer wr)
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{
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color = preferredColor;
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var remap = new PlayerColorRemap(info.RemapIndex.Length == 0 ? Enumerable.Range(0, 256).ToImmutableArray() : info.RemapIndex, color);
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wr.AddPalette(info.Name, new ImmutablePalette(wr.Palette(info.BasePalette).Palette, remap), info.AllowModifiers);
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}
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IEnumerable<string> IProvidesAssetBrowserColorPickerPalettes.ColorPickerPaletteNames { get { yield return info.Name; } }
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void ITickRender.TickRender(WorldRenderer wr, Actor self)
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{
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if (color == preferredColor)
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return;
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color = preferredColor;
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var remap = new PlayerColorRemap(info.RemapIndex.Length == 0 ? Enumerable.Range(0, 256).ToImmutableArray() : info.RemapIndex, color);
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wr.ReplacePalette(info.Name, new ImmutablePalette(wr.Palette(info.BasePalette).Palette, remap));
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}
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}
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}
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