Rectangle uniform scaling
New "ExpandRectangle" and "ShrinkRectangle" functions to save repetitive tasks.
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@ -1455,6 +1455,8 @@ RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle
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// Color/pixel related functions
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// Color/pixel related functions
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RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
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RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
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RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Rectangle ExpandRectangle(Rectangle rec, float expand); // Expand a rectangle uniformly
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RLAPI Rectangle ShrinkRectangle(Rectangle rec, float shrink); // Shrink a rectangle uniformly
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RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
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RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
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RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
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RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
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RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
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RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
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@ -4859,6 +4859,24 @@ Color Fade(Color color, float alpha)
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return result;
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return result;
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}
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}
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// Expand a rectangle uniformly
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Rectangle ExpandRectangle(Rectangle rec, float expand)
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{
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rec.x -= expand / 2.0f;
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rec.y -= expand / 2.0f;
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rec.width += expand;
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rec.height += expand;
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}
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// Shrink a rectangle uniformly
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Rectangle ShrinkRectangle(Rectangle rec, float shrink)
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{
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rec.x += shrink / 2.0f;
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rec.y += shrink / 2.0f;
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rec.width -= shrink;
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rec.height -= shrink;
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}
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// Get hexadecimal value for a Color
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// Get hexadecimal value for a Color
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int ColorToInt(Color color)
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int ColorToInt(Color color)
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{
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{
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