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	BREAKING CHANGE: Renamed function for consistency
Rename: GetHexValue() renamed to ColorToInt() Added: ColorToHSV()
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								src/core.c
									
									
									
									
									
								
							@@ -1112,7 +1112,7 @@ double GetTime(void)
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#endif
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}
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// Converts Color to float array and normalizes
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// Returns normalized float array for a Color
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float *ColorToFloat(Color color)
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{
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    static float buffer[4];
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@@ -1125,6 +1125,64 @@ float *ColorToFloat(Color color)
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    return buffer;
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}
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// Returns hexadecimal value for a Color
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int ColorToInt(Color color)
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{
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    return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
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}
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// Returns HSV values for a Color
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// NOTE: Hue is returned as degrees [0..360]
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Vector3 ColorToHSV(Color color)
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{
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    Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
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    Vector3 hsv = { 0.0f, 0.0f, 0.0f };
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    float min, max, delta;
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    min = rgb.x < rgb.y ? rgb.x : rgb.y;
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    min = min  < rgb.z ? min  : rgb.z;
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    max = rgb.x > rgb.y ? rgb.x : rgb.y;
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    max = max  > rgb.z ? max  : rgb.z;
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    hsv.z = max;            // Value
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    delta = max - min;
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    if (delta < 0.00001f)
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    {
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        hsv.y = 0.0f;
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        hsv.x = 0.0f;       // Undefined, maybe NAN?
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        return hsv;
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    }
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    if (max > 0.0f) 
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    {
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        // NOTE: If max is 0, this divide would cause a crash
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        hsv.y = (delta/max);    // Saturation
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    } 
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    else 
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    {
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        // NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
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        hsv.y = 0.0f;
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        hsv.x = NAN;        // Undefined
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        return hsv;
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    }
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    // NOTE: Comparing float values could not work properly
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    if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta;    // Between yellow & magenta
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    else
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    {
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        if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta;  // Between cyan & yellow
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        else hsv.x = 4.0f + (rgb.x - rgb.y)/delta;      // Between magenta & cyan
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    }
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    hsv.x *= 60.0f;     // Convert to degrees
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    if (hsv.x < 0.0f) hsv.x += 360.0f;
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    return hsv;
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}
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// Returns a Color struct from hexadecimal value
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Color GetColor(int hexValue)
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{
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@@ -1138,11 +1196,7 @@ Color GetColor(int hexValue)
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    return color;
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}
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// Returns hexadecimal value for a Color
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int GetHexValue(Color color)
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{
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    return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
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}
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// Returns a random value between min and max (both included)
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int GetRandomValue(int min, int max)
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@@ -728,10 +728,11 @@ RLAPI float GetFrameTime(void);                                   // Returns tim
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RLAPI double GetTime(void);                                       // Returns elapsed time in seconds since InitWindow()
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// Color-related functions
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RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
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RLAPI float *ColorToFloat(Color color);                           // Returns normalized float array for a Color
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RLAPI int ColorToInt(Color color);                                // Returns hexadecimal value for a Color
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RLAPI Vector3 ColorToHSV(Color color);                            // Returns HSV values for a Color
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RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
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RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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RLAPI float *ColorToFloat(Color color);                           // Converts Color to float array and normalizes
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// Math useful functions (available from raymath.h)
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RLAPI float *Vector3ToFloat(Vector3 vec);                         // Returns Vector3 as float array
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