diff --git a/src/core.c b/src/core.c index 421c8d30..38398e67 100644 --- a/src/core.c +++ b/src/core.c @@ -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) { diff --git a/src/gestures.h b/src/gestures.h index ece65b39..2ed9f8fd 100644 --- a/src/gestures.h +++ b/src/gestures.h @@ -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); diff --git a/src/raylib.h b/src/raylib.h index ee813cbf..e8418f9a 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -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) //------------------------------------------------------------------------------------ diff --git a/src/raymath.h b/src/raymath.h index 833bfd2e..03713920 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -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) { diff --git a/src/rlgl.h b/src/rlgl.h index 45e0f540..417861b9 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -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) diff --git a/src/text.c b/src/text.c index 2276c081..6f56c895 100644 --- a/src/text.c +++ b/src/text.c @@ -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 diff --git a/src/textures.c b/src/textures.c index 05e8ea95..f80ec568 100644 --- a/src/textures.c +++ b/src/textures.c @@ -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;