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RE-ADDED: Fade() function to avoid multiple breaking changes

Probably there is a better way to do this but this is a temporary solution for backward compatibility
pull/1280/head
raysan5 4 роки тому
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2 змінених файлів з 10 додано та 0 видалено
  1. +1
    -0
      src/raylib.h
  2. +9
    -0
      src/textures.c

+ 1
- 0
src/raylib.h Переглянути файл

@ -1190,6 +1190,7 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]

+ 9
- 0
src/textures.c Переглянути файл

@ -3246,6 +3246,15 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destR
}
}
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
Color Fade(Color color, float alpha)
{
if (alpha < 0.0f) alpha = 0.0f;
else if (alpha > 1.0f) alpha = 1.0f;
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
}
// Returns hexadecimal value for a Color
int ColorToInt(Color color)
{

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