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Default-initialize SColor
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@@ -205,50 +205,19 @@ inline u16 A1R5G5B5toR5G6B5(u16 color)
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return (((color & 0x7FE0) << 1) | (color & 0x1F));
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}
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//! Returns the alpha component from A1R5G5B5 color
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/** In Irrlicht, alpha refers to opacity.
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\return The alpha value of the color. 0 is transparent, 1 is opaque. */
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inline u32 getAlpha(u16 color)
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{
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return ((color >> 15) & 0x1);
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}
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//! Returns the red component from A1R5G5B5 color.
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/** Shift left by 3 to get 8 bit value. */
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inline u32 getRed(u16 color)
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{
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return ((color >> 10) & 0x1F);
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}
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//! Returns the green component from A1R5G5B5 color
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/** Shift left by 3 to get 8 bit value. */
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inline u32 getGreen(u16 color)
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{
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return ((color >> 5) & 0x1F);
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}
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//! Returns the blue component from A1R5G5B5 color
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/** Shift left by 3 to get 8 bit value. */
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inline u32 getBlue(u16 color)
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{
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return (color & 0x1F);
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}
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//! Class representing a 32 bit ARGB color.
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/** The color values for alpha, red, green, and blue are
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stored in a single u32. So all four values may be between 0 and 255.
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Alpha in Irrlicht is opacity, so 0 is fully transparent, 255 is fully opaque (solid).
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This class is used by most parts of the Irrlicht Engine
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to specify a color. Another way is using the class SColorf, which
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stores the color values in 4 floats.
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Alpha in Irrlicht is non-premultiplied.
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This class is used by most parts of the engine, another way is using the SColorf,
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which stores the color values in 4 floats.
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This class must consist of only one u32 and must not use virtual functions.
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*/
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class SColor
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{
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public:
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//! Constructor of the Color. Does nothing.
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/** The color value is not initialized to save time. */
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SColor() {}
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//! Default constructor
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constexpr SColor() : color(0) {}
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//! Constructs the color from 4 values representing the alpha, red, green and blue component.
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/** Must be values between 0 and 255. */
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