Reviewed functions description

Replaced: Returns -> Get
This commit is contained in:
Ray 2021-06-10 17:43:58 +02:00
parent d3387c952a
commit b0dcdf688f
7 changed files with 80 additions and 80 deletions

View File

@ -2320,7 +2320,7 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
//rlDisableShader();
}
// Returns a ray trace from mouse position
// Get a ray trace from mouse position
Ray GetMouseRay(Vector2 mouse, Camera camera)
{
Ray ray = { 0 };
@ -2381,7 +2381,7 @@ Matrix GetCameraMatrix(Camera camera)
return MatrixLookAt(camera.position, camera.target, camera.up);
}
// Returns camera 2d transform matrix
// Get camera 2d transform matrix
Matrix GetCameraMatrix2D(Camera2D camera)
{
Matrix matTransform = { 0 };
@ -2409,7 +2409,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
return matTransform;
}
// Returns the screen space position from a 3d world space position
// Get the screen space position from a 3d world space position
Vector2 GetWorldToScreen(Vector3 position, Camera camera)
{
Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
@ -2417,7 +2417,7 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
return screenPosition;
}
// Returns size position for a 3d world space position (useful for texture drawing)
// Get size position for a 3d world space position (useful for texture drawing)
Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
{
// Calculate projection matrix (from perspective instead of frustum
@ -2459,7 +2459,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
return screenPosition;
}
// Returns the screen space position for a 2d camera world space position
// Get the screen space position for a 2d camera world space position
Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
{
Matrix matCamera = GetCameraMatrix2D(camera);
@ -2468,7 +2468,7 @@ Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
return (Vector2){ transform.x, transform.y };
}
// Returns the world space position for a 2d camera screen space position
// Get the world space position for a 2d camera screen space position
Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
{
Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
@ -2486,7 +2486,7 @@ void SetTargetFPS(int fps)
TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000);
}
// Returns current FPS
// Get current FPS
// NOTE: We calculate an average framerate
int GetFPS(void)
{
@ -2513,7 +2513,7 @@ int GetFPS(void)
return (int)roundf(1.0f/average);
}
// Returns time in seconds for last frame drawn (delta time)
// Get time in seconds for last frame drawn (delta time)
float GetFrameTime(void)
{
return (float)CORE.Time.frame;
@ -2588,7 +2588,7 @@ void TakeScreenshot(const char *fileName)
TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
}
// Returns a random value between min and max (both included)
// Get a random value between min and max (both included)
int GetRandomValue(int min, int max)
{
if (min > max)
@ -3357,7 +3357,7 @@ bool IsMouseButtonUp(int button)
return !IsMouseButtonDown(button);
}
// Returns mouse position X
// Get mouse position X
int GetMouseX(void)
{
#if defined(PLATFORM_ANDROID)
@ -3367,7 +3367,7 @@ int GetMouseX(void)
#endif
}
// Returns mouse position Y
// Get mouse position Y
int GetMouseY(void)
{
#if defined(PLATFORM_ANDROID)
@ -3377,7 +3377,7 @@ int GetMouseY(void)
#endif
}
// Returns mouse position XY
// Get mouse position XY
Vector2 GetMousePosition(void)
{
Vector2 position = { 0 };
@ -3419,7 +3419,7 @@ void SetMouseScale(float scaleX, float scaleY)
CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
}
// Returns mouse wheel movement Y
// Get mouse wheel movement Y
float GetMouseWheelMove(void)
{
#if defined(PLATFORM_ANDROID)
@ -3447,7 +3447,7 @@ void SetMouseCursor(int cursor)
#endif
}
// Returns touch position X for touch point 0 (relative to screen size)
// Get touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
@ -3457,7 +3457,7 @@ int GetTouchX(void)
#endif
}
// Returns touch position Y for touch point 0 (relative to screen size)
// Get touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
@ -3467,7 +3467,7 @@ int GetTouchY(void)
#endif
}
// Returns touch position XY for a touch point index (relative to screen size)
// Get touch position XY for a touch point index (relative to screen size)
// TODO: Touch position should be scaled depending on display size and render size
Vector2 GetTouchPosition(int index)
{

View File

@ -490,7 +490,7 @@ float GetGesturePinchAngle(void)
// Module specific Functions Definition
//----------------------------------------------------------------------------------
#if defined(GESTURES_STANDALONE)
// Returns angle from two-points vector with X-axis
// Get angle from two-points vector with X-axis
static float Vector2Angle(Vector2 v1, Vector2 v2)
{
float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);

View File

@ -1004,22 +1004,22 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
// Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI int GetFPS(void); // Returns current FPS
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time)
RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
RLAPI int GetFPS(void); // Get current FPS
RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
// Misc. functions
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
@ -1101,19 +1101,19 @@ RLAPI bool IsMouseButtonPressed(int button); // Detect if a mou
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
RLAPI int GetMouseX(void); // Returns mouse position X
RLAPI int GetMouseY(void); // Returns mouse position Y
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
RLAPI int GetMouseX(void); // Get mouse position X
RLAPI int GetMouseY(void); // Get mouse position Y
RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y
RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement Y
RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
// Input-related functions: touch
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
@ -1299,14 +1299,14 @@ RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle
RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon
// 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]
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color GetColor(int hexValue); // Get Color structure from hexadecimal value
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
@ -1362,7 +1362,7 @@ RLAPI char *TextToUtf8(int *codepoints, int length); // Encode
// UTF8 text strings management functions
RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
//------------------------------------------------------------------------------------

View File

@ -609,7 +609,7 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
return result;
}
// Returns Vector3 as float array
// Get Vector3 as float array
RMDEF float3 Vector3ToFloatV(Vector3 v)
{
float3 buffer = { 0 };
@ -644,7 +644,7 @@ RMDEF float MatrixDeterminant(Matrix mat)
return result;
}
// Returns the trace of the matrix (sum of the values along the diagonal)
// Get the trace of the matrix (sum of the values along the diagonal)
RMDEF float MatrixTrace(Matrix mat)
{
float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
@ -750,7 +750,7 @@ RMDEF Matrix MatrixNormalize(Matrix mat)
return result;
}
// Returns identity matrix
// Get identity matrix
RMDEF Matrix MatrixIdentity(void)
{
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
@ -811,7 +811,7 @@ RMDEF Matrix MatrixSubtract(Matrix left, Matrix right)
return result;
}
// Returns two matrix multiplication
// Get two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
{
@ -837,7 +837,7 @@ RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
return result;
}
// Returns translation matrix
// Get translation matrix
RMDEF Matrix MatrixTranslate(float x, float y, float z)
{
Matrix result = { 1.0f, 0.0f, 0.0f, x,
@ -893,7 +893,7 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
return result;
}
// Returns x-rotation matrix (angle in radians)
// Get x-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateX(float angle)
{
Matrix result = MatrixIdentity();
@ -909,7 +909,7 @@ RMDEF Matrix MatrixRotateX(float angle)
return result;
}
// Returns y-rotation matrix (angle in radians)
// Get y-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateY(float angle)
{
Matrix result = MatrixIdentity();
@ -925,7 +925,7 @@ RMDEF Matrix MatrixRotateY(float angle)
return result;
}
// Returns z-rotation matrix (angle in radians)
// Get z-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateZ(float angle)
{
Matrix result = MatrixIdentity();
@ -942,7 +942,7 @@ RMDEF Matrix MatrixRotateZ(float angle)
}
// Returns xyz-rotation matrix (angles in radians)
// Get xyz-rotation matrix (angles in radians)
RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
{
Matrix result = MatrixIdentity();
@ -969,7 +969,7 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
return result;
}
// Returns zyx-rotation matrix (angles in radians)
// Get zyx-rotation matrix (angles in radians)
RMDEF Matrix MatrixRotateZYX(Vector3 ang)
{
Matrix result = { 0 };
@ -1004,7 +1004,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang)
return result;
}
// Returns scaling matrix
// Get scaling matrix
RMDEF Matrix MatrixScale(float x, float y, float z)
{
Matrix result = { x, 0.0f, 0.0f, 0.0f,
@ -1015,7 +1015,7 @@ RMDEF Matrix MatrixScale(float x, float y, float z)
return result;
}
// Returns perspective projection matrix
// Get perspective projection matrix
RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
{
Matrix result = { 0 };
@ -1047,7 +1047,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
return result;
}
// Returns perspective projection matrix
// Get perspective projection matrix
// NOTE: Angle should be provided in radians
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
{
@ -1058,7 +1058,7 @@ RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double f
return result;
}
// Returns orthographic projection matrix
// Get orthographic projection matrix
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
{
Matrix result = { 0 };
@ -1087,7 +1087,7 @@ RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, d
return result;
}
// Returns camera look-at matrix (view matrix)
// Get camera look-at matrix (view matrix)
RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
Matrix result = { 0 };
@ -1118,7 +1118,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
return result;
}
// Returns float array of matrix data
// Get float array of matrix data
RMDEF float16 MatrixToFloatV(Matrix mat)
{
float16 buffer = { 0 };
@ -1175,7 +1175,7 @@ RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub)
return result;
}
// Returns identity quaternion
// Get identity quaternion
RMDEF Quaternion QuaternionIdentity(void)
{
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
@ -1351,7 +1351,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
return result;
}
// Returns a quaternion for a given rotation matrix
// Get a quaternion for a given rotation matrix
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
{
Quaternion result = { 0 };
@ -1385,7 +1385,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
return result;
}
// Returns a matrix for a given quaternion
// Get a matrix for a given quaternion
RMDEF Matrix QuaternionToMatrix(Quaternion q)
{
Matrix result = MatrixIdentity();
@ -1415,7 +1415,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
return result;
}
// Returns rotation quaternion for an angle and axis
// Get rotation quaternion for an angle and axis
// NOTE: angle must be provided in radians
RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
{
@ -1440,7 +1440,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
return result;
}
// Returns the rotation angle and axis for a given quaternion
// Get the rotation angle and axis for a given quaternion
RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
{
if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
@ -1466,7 +1466,7 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
*outAngle = resAngle;
}
// Returns the quaternion equivalent to Euler angles
// Get the quaternion equivalent to Euler angles
// NOTE: Rotation order is ZYX
RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
{

View File

@ -546,7 +546,7 @@ RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
RLAPI int rlGetVersion(void); // Returns current OpenGL version
RLAPI int rlGetVersion(void); // Get current OpenGL version
RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
@ -1892,7 +1892,7 @@ void rlLoadExtensions(void *loader)
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
}
// Returns current OpenGL version
// Get current OpenGL version
int rlGetVersion(void)
{
#if defined(GRAPHICS_API_OPENGL_11)

View File

@ -1123,7 +1123,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing
return vec;
}
// Returns index position for a unicode character on spritefont
// Get index position for a unicode character on spritefont
int GetGlyphIndex(Font font, int codepoint)
{
#ifndef GLYPH_NOTFOUND_CHAR_FALLBACK
@ -1586,7 +1586,7 @@ int *GetCodepoints(const char *text, int *count)
return codepoints;
}
// Returns total number of characters(codepoints) in a UTF8 encoded text, until '\0' is found
// Get total number of characters(codepoints) in a UTF8 encoded text, until '\0' is found
// NOTE: If an invalid UTF8 sequence is encountered a '?'(0x3f) codepoint is counted instead
int GetCodepointsCount(const char *text)
{
@ -1608,7 +1608,7 @@ int GetCodepointsCount(const char *text)
}
#endif // SUPPORT_TEXT_MANIPULATION
// Returns next codepoint in a UTF8 encoded text, scanning until '\0' is found
// Get next codepoint in a UTF8 encoded text, scanning until '\0' is found
// When a invalid UTF8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
// Total number of bytes processed are returned as a parameter
// NOTE: the standard says U+FFFD should be returned in case of errors

View File

@ -3553,7 +3553,7 @@ void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2
rlSetTexture(0);
}
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
// Get 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;
@ -3562,13 +3562,13 @@ Color Fade(Color color, float alpha)
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
}
// Returns hexadecimal value for a Color
// Get hexadecimal value for a Color
int ColorToInt(Color color)
{
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
}
// Returns color normalized as float [0..1]
// Get color normalized as float [0..1]
Vector4 ColorNormalize(Color color)
{
Vector4 result;
@ -3581,7 +3581,7 @@ Vector4 ColorNormalize(Color color)
return result;
}
// Returns color from normalized values [0..1]
// Get color from normalized values [0..1]
Color ColorFromNormalized(Vector4 normalized)
{
Color result;
@ -3594,7 +3594,7 @@ Color ColorFromNormalized(Vector4 normalized)
return result;
}
// Returns HSV values for a Color
// Get HSV values for a Color
// NOTE: Hue is returned as degrees [0..360]
Vector3 ColorToHSV(Color color)
{
@ -3646,7 +3646,7 @@ Vector3 ColorToHSV(Color color)
return hsv;
}
// Returns a Color from HSV values
// Get a Color from HSV values
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
// Hue is provided in degrees: [0..360]
@ -3682,7 +3682,7 @@ Color ColorFromHSV(float hue, float saturation, float value)
return color;
}
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
// Get color with alpha applied, alpha goes from 0.0f to 1.0f
Color ColorAlpha(Color color, float alpha)
{
if (alpha < 0.0f) alpha = 0.0f;
@ -3691,7 +3691,7 @@ Color ColorAlpha(Color color, float alpha)
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
}
// Returns src alpha-blended into dst color with tint
// Get src alpha-blended into dst color with tint
Color ColorAlphaBlend(Color dst, Color src, Color tint)
{
Color out = WHITE;
@ -3746,7 +3746,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
return out;
}
// Returns a Color struct from hexadecimal value
// Get a Color struct from hexadecimal value
Color GetColor(int hexValue)
{
Color color;