Expose 64-bit Color methods to GDScript and fix/update Color XML doc
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2 changed files with 67 additions and 16 deletions
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@ -446,8 +446,12 @@ struct _VariantCall {
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VCALL_LOCALMEM1(Quat, set_euler);
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VCALL_LOCALMEM1(Quat, set_euler);
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VCALL_LOCALMEM2(Quat, set_axis_angle);
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VCALL_LOCALMEM2(Quat, set_axis_angle);
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VCALL_LOCALMEM0R(Color, to_rgba32);
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VCALL_LOCALMEM0R(Color, to_argb32);
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VCALL_LOCALMEM0R(Color, to_argb32);
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VCALL_LOCALMEM0R(Color, to_abgr32);
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VCALL_LOCALMEM0R(Color, to_rgba32);
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VCALL_LOCALMEM0R(Color, to_argb64);
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VCALL_LOCALMEM0R(Color, to_abgr64);
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VCALL_LOCALMEM0R(Color, to_rgba64);
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VCALL_LOCALMEM0R(Color, gray);
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VCALL_LOCALMEM0R(Color, gray);
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VCALL_LOCALMEM0R(Color, inverted);
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VCALL_LOCALMEM0R(Color, inverted);
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VCALL_LOCALMEM0R(Color, contrasted);
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VCALL_LOCALMEM0R(Color, contrasted);
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@ -1613,8 +1617,12 @@ void register_variant_methods() {
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ADDFUNC1(QUAT, NIL, Quat, set_euler, VECTOR3, "euler", varray());
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ADDFUNC1(QUAT, NIL, Quat, set_euler, VECTOR3, "euler", varray());
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ADDFUNC2(QUAT, NIL, Quat, set_axis_angle, VECTOR3, "axis", REAL, "angle", varray());
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ADDFUNC2(QUAT, NIL, Quat, set_axis_angle, VECTOR3, "axis", REAL, "angle", varray());
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ADDFUNC0R(COLOR, INT, Color, to_rgba32, varray());
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ADDFUNC0R(COLOR, INT, Color, to_argb32, varray());
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ADDFUNC0R(COLOR, INT, Color, to_argb32, varray());
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ADDFUNC0R(COLOR, INT, Color, to_abgr32, varray());
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ADDFUNC0R(COLOR, INT, Color, to_rgba32, varray());
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ADDFUNC0R(COLOR, INT, Color, to_argb64, varray());
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ADDFUNC0R(COLOR, INT, Color, to_abgr64, varray());
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ADDFUNC0R(COLOR, INT, Color, to_rgba64, varray());
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ADDFUNC0R(COLOR, REAL, Color, gray, varray());
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ADDFUNC0R(COLOR, REAL, Color, gray, varray());
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ADDFUNC0R(COLOR, COLOR, Color, inverted, varray());
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ADDFUNC0R(COLOR, COLOR, Color, inverted, varray());
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ADDFUNC0R(COLOR, COLOR, Color, contrasted, varray());
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ADDFUNC0R(COLOR, COLOR, Color, contrasted, varray());
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@ -187,17 +187,6 @@
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[/codeblock]
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[/codeblock]
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</description>
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</description>
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</method>
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</method>
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<method name="to_argb32">
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<return type="int">
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</return>
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<description>
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Returns the color's 32-bit integer in ARGB format (each byte represents a component of the ARGB profile). More compatible with DirectX.
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[codeblock]
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var c = Color(1, .5, .2)
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print(str(c.to_32())) # prints 4294934323
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[/codeblock]
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</description>
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</method>
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<method name="to_html">
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<method name="to_html">
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<return type="String">
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<return type="String">
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</return>
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</return>
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@ -213,16 +202,70 @@
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[/codeblock]
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[/codeblock]
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</description>
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</description>
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</method>
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</method>
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<method name="to_argb32">
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<return type="int">
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</return>
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<description>
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Returns the color's 32-bit integer in ARGB format (each byte represents a component of the ARGB profile). ARGB is more compatible with DirectX.
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[codeblock]
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var c = Color(1, .5, .2)
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print(c.to_argb32()) # Prints 4294934323
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[/codeblock]
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</description>
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</method>
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<method name="to_abgr32">
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<return type="int">
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</return>
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<description>
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Returns the color's 32-bit integer in ABGR format (each byte represents a component of the ABGR profile). ABGR is the reversed version of the default format.
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[codeblock]
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var c = Color(1, .5, .2)
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print(c.to_abgr32()) # Prints 4281565439
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[/codeblock]
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</description>
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</method>
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<method name="to_rgba32">
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<method name="to_rgba32">
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<return type="int">
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<return type="int">
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</return>
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</return>
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<description>
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<description>
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Returns the color's 32-bit integer in ARGB format (each byte represents a component of the ARGB profile).
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Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is the format that Godot uses by default.
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[codeblock]
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[codeblock]
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var c = Color(1, .5, .2)
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var c = Color(1, .5, .2)
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print(str(c.to_32())) # prints 4294934323
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print(c.to_rgba32()) # Prints 4286526463
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[/codeblock]
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</description>
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</method>
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<method name="to_argb64">
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<return type="int">
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</return>
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<description>
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Returns the color's 64-bit integer in ARGB format (each word represents a component of the ARGB profile). ARGB is more compatible with DirectX.
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[codeblock]
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var c = Color(1, .5, .2)
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print(c.to_argb64()) # Prints -2147470541
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[/codeblock]
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</description>
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</method>
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<method name="to_abgr64">
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<return type="int">
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</return>
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<description>
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Returns the color's 64-bit integer in ABGR format (each word represents a component of the ABGR profile). ABGR is the reversed version of the default format.
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[codeblock]
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var c = Color(1, .5, .2)
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print(c.to_abgr64()) # Prints -225178692812801
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[/codeblock]
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</description>
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</method>
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<method name="to_rgba64">
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<return type="int">
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</return>
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<description>
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Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is the format that Godot uses by default.
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[codeblock]
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var c = Color(1, .5, .2)
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print(c.to_rgba64()) # Prints -140736629309441
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[/codeblock]
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[/codeblock]
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[i]This is same as [method to_argb32] but may be changed later to support RGBA format instead[/i].
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</description>
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</description>
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</method>
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</method>
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</methods>
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</methods>
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