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
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@ -1190,6 +1190,7 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
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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
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// Color/pixel related functions
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RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
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RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
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RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
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@ -3246,6 +3246,15 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destR
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}
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}
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// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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Color Fade(Color color, float alpha)
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{
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if (alpha < 0.0f) alpha = 0.0f;
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else if (alpha > 1.0f) alpha = 1.0f;
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return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
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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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