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https://github.com/raysan5/raygui.git
synced 2025-12-25 10:22:33 -05:00
Reviewed HSV <--> RGB functionality
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276
src/raygui.h
276
src/raygui.h
@ -574,6 +574,9 @@ static void DrawRectangleRecT(Rectangle rec, Color color) { /* TODO */ }
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// Draw rectangle from Rectangle data (using default dont texture)
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static void DrawRectangleRecT(Rectangle rec, Color color) { DrawRectangleT(rec.x, rec.y, rec.width, rec.height, color); }
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static Vector3 ConvertHSVtoRGB(Vector3 hsv); // Convert color data from HSV to RGB
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static Vector3 ConvertRGBtoHSV(Vector3 rgb); // Convert color data from RGB to HSV
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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@ -1369,140 +1372,6 @@ void GuiGroupBox(Rectangle bounds, const char *text)
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DrawText(text, bounds.x + 14, bounds.y - 5, 10, GuiTextColor());
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}
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Vector3 ColorTransformHue(Vector3 color, float hue)
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{
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Vector3 result;
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float U = cosf(hue*PI/180);
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float W = sinf(hue*PI/180);
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result.x = (.299+.701*U+.168*W)*color.x + (.587-.587*U+.330*W)*color.y + (.114-.114*U-.497*W)*color.z;
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result.y = (.299-.299*U-.328*W)*color.x + (.587+.413*U+.035*W)*color.y + (.114-.114*U+.292*W)*color.z;
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result.z = (.299-.3*U+1.25*W)*color.x + (.587-.588*U-1.05*W)*color.y + (.114+.886*U-.203*W)*color.z;
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return result;
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}
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//https://stackoverflow.com/questions/3018313/algorithm-to-convert-rgb-to-hsv-and-hsv-to-rgb-in-range-0-255-for-both
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//https://gist.github.com/mjackson/5311256
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typedef struct {
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double r; // a fraction between 0 and 1
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double g; // a fraction between 0 and 1
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double b; // a fraction between 0 and 1
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} rgb;
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typedef struct {
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double h; // angle in degrees
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double s; // a fraction between 0 and 1
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double v; // a fraction between 0 and 1
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} hsv;
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static hsv rgb2hsv(rgb in);
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static rgb hsv2rgb(hsv in);
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hsv rgb2hsv(rgb in)
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{
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hsv out;
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double min, max, delta;
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min = in.r < in.g ? in.r : in.g;
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min = min < in.b ? min : in.b;
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max = in.r > in.g ? in.r : in.g;
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max = max > in.b ? max : in.b;
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out.v = max; // v
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delta = max - min;
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if (delta < 0.00001)
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{
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out.s = 0;
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out.h = 0; // undefined, maybe nan?
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return out;
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}
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if( max > 0.0 ) { // NOTE: if Max is == 0, this divide would cause a crash
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out.s = (delta / max); // s
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} else {
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// if max is 0, then r = g = b = 0
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// s = 0, h is undefined
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out.s = 0.0;
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out.h = NAN; // its now undefined
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return out;
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}
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if( in.r >= max ) // > is bogus, just keeps compilor happy
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out.h = ( in.g - in.b ) / delta; // between yellow & magenta
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else
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if( in.g >= max )
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out.h = 2.0 + ( in.b - in.r ) / delta; // between cyan & yellow
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else
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out.h = 4.0 + ( in.r - in.g ) / delta; // between magenta & cyan
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out.h *= 60.0; // degrees
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if( out.h < 0.0 )
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out.h += 360.0;
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return out;
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}
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rgb hsv2rgb(hsv in)
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{
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double hh, p, q, t, ff;
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long i;
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rgb out;
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if(in.s <= 0.0) { // < is bogus, just shuts up warnings
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out.r = in.v;
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out.g = in.v;
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out.b = in.v;
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return out;
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}
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hh = in.h;
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if(hh >= 360.0) hh = 0.0;
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hh /= 60.0;
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i = (long)hh;
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ff = hh - i;
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p = in.v * (1.0 - in.s);
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q = in.v * (1.0 - (in.s * ff));
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t = in.v * (1.0 - (in.s * (1.0 - ff)));
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switch(i) {
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case 0:
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out.r = in.v;
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out.g = t;
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out.b = p;
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break;
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case 1:
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out.r = q;
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out.g = in.v;
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out.b = p;
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break;
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case 2:
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out.r = p;
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out.g = in.v;
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out.b = t;
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break;
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case 3:
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out.r = p;
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out.g = q;
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out.b = in.v;
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break;
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case 4:
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out.r = t;
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out.g = p;
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out.b = in.v;
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break;
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case 5:
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default:
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out.r = in.v;
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out.g = p;
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out.b = q;
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break;
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}
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return out;
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}
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// Color Picker control
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// TODO: It can be divided in multiple controls:
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// Color GuiColorPicker()
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@ -1520,18 +1389,10 @@ Color GuiColorPicker(Rectangle bounds, float hueValue, Color color)
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Vector2 pickerSelector = { 0 };
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// TODO: Get color picker selector box equivalent color from color value
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Vector3 hsv = ConvertRGBtoHSV(ColorToVector3(color));
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// Required HSV to RGB conversion formula
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// Hue: 0 ≤ hueValue < 360
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// 0 ≤ sat ≤ 1 and 0 ≤ V ≤ 1:
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//pickerSelector.x = bounds.x + colorPos.x*color.r;
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//pickerSelector.y = bounds.y + colorPos.y*color.r;
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rgb in = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
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hsv out = rgb2hsv(in);
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pickerSelector.x = bounds.x + (float)out.s*bounds.width;
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pickerSelector.y = bounds.y + (1.0f - (float)out.v)*bounds.height;
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pickerSelector.x = bounds.x + (float)hsv.y*bounds.width; // HSV: Saturation
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pickerSelector.y = bounds.y + (1.0f - (float)hsv.z)*bounds.height; // HSV: Value
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// NOTE: bounds define only the color picker box, extra bars at right and bottom
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@ -1585,7 +1446,7 @@ Color GuiColorPicker(Rectangle bounds, float hueValue, Color color)
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DrawRectangleGradientEx((Rectangle){bounds.x + bounds.width + 10, bounds.y + 5*(bounds.height/6), 20, bounds.height/6}, (Color){255,0,255,255}, (Color){255,0,0,255}, (Color){255,0,0,255}, (Color){255,0,255,255}); // TEST
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// Draw hue bar: selector
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//DrawRectangle(bounds.x + bounds.width + 8, 120, 24, 4, WHITE);
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DrawRectangleLines(bounds.x + bounds.width + 8, bounds.y + (float)out.h/360.0f*bounds.height - 2, 24, 4, BLACK);
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DrawRectangleLines(bounds.x + bounds.width + 8, bounds.y + hsv.x/360.0f*bounds.height - 2, 24, 4, BLACK);
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// Draw alpha bar: checked background
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for (int i = 0; i < 38; i++) DrawRectangle(bounds.x + 10*(i%19), bounds.y + bounds.height + 10 + 10*(i/19), bounds.width/19, 10, (i%2) ? LIGHTGRAY : RAYWHITE);
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@ -1696,6 +1557,129 @@ RAYGUIDEF int GetStyleProperty(int guiProperty) { return style[guiProperty]; }
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Convert color data from RGB to HSV
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// NOTE: Color data should be passed normalized
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static Vector3 ConvertRGBtoHSV(Vector3 rgb)
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{
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Vector3 hsv;
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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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// Convert color data from HSV to RGB
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// NOTE: Color data should be passed normalized
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static Vector3 ConvertHSVtoRGB(Vector3 hsv)
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{
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Vector3 rgb;
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float hh, p, q, t, ff;
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long i;
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// NOTE: Comparing float values could not work properly
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if (hsv.y <= 0.0f)
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{
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rgb.x = hsv.z;
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rgb.y = hsv.z;
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rgb.z = hsv.z;
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return rgb;
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}
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hh = hsv.x;
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if (hh >= 360.0f) hh = 0.0f;
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hh /= 60.0f;
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i = (long)hh;
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ff = hh - i;
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p = hsv.z*(1.0f - hsv.y);
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q = hsv.z*(1.0f - (hsv.y*ff));
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t = hsv.z*(1.0f - (hsv.y*(1.0f - ff)));
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switch (i)
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{
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case 0:
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{
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rgb.x = hsv.z;
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rgb.y = t;
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rgb.z = p;
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} break;
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case 1:
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{
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rgb.x = q;
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rgb.y = hsv.z;
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rgb.z = p;
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} break;
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case 2:
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{
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rgb.x = p;
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rgb.y = hsv.z;
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rgb.z = t;
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} break;
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case 3:
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{
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rgb.x = p;
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rgb.y = q;
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rgb.z = hsv.z;
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} break;
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case 4:
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{
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rgb.x = t;
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rgb.y = p;
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rgb.z = hsv.z;
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} break;
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case 5:
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default:
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{
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rgb.x = hsv.z;
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rgb.y = p;
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rgb.z = q;
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} break;
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}
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return rgb;
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}
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#if defined (RAYGUI_STANDALONE)
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// Returns a Color struct from hexadecimal value
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static Color GetColor(int hexValue)
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