Add API for HSL conversion
Math ported pretty much 1:1 from https://en.wikipedia.org/wiki/HSL_and_HSV Style doesn't match the existing HSV code exactly, but should be close enough.
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@ -188,6 +188,32 @@ float Color::get_v() const {
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return max;
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}
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float Color::get_hsl_h() const {
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return get_h();
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}
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float Color::get_hsl_s() const {
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float min = MIN(MIN(r, g), b);
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float max = MAX(MAX(r, g), b);
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float mid = (min + max) / 2.0f;
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if (mid == 0.0f || mid == 1.0f) {
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return 0.0f;
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}
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float delta = max - min;
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return delta / (1.0f - Math::abs(2.0f * mid - 1.0f));
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}
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float Color::get_hsl_l() const {
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float min = MIN(MIN(r, g), b);
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float max = MAX(MAX(r, g), b);
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return (min + max) / 2.0f;
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}
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void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
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int i;
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float f, p, q, t;
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@ -242,6 +268,59 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
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}
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}
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void Color::set_hsl(float p_h, float p_s, float p_l, float p_alpha) {
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a = p_alpha;
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if (p_s == 0.0f) {
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// Achromatic (gray)
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r = g = b = p_l;
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return;
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}
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p_h *= 6.0f;
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p_h = Math::fmod(p_h, 6.0f);
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float c = (1.0f - Math::abs(2.0f * p_l - 1.0f)) * p_s;
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float x = c * (1.0f - Math::abs(Math::fmod(p_h, 2.0f) - 1.0f));
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float m = p_l - c / 2.0f;
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c += m;
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x += m;
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switch ((int)p_h) {
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case 0: // Red is the dominant color
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r = c;
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g = x;
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b = m;
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break;
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case 1: // Green is the dominant color
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r = x;
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g = c;
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b = m;
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break;
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case 2:
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r = m;
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g = c;
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b = x;
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break;
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case 3: // Blue is the dominant color
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r = m;
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g = x;
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b = c;
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break;
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case 4:
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r = x;
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g = m;
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b = c;
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break;
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default: // (5) Red is the dominant color
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r = c;
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g = m;
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b = x;
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break;
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}
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}
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void Color::set_ok_hsl(float p_h, float p_s, float p_l, float p_alpha) {
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ok_color::HSL hsl;
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hsl.h = p_h;
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@ -468,6 +547,12 @@ Color Color::from_hsv(float p_h, float p_s, float p_v, float p_alpha) {
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return c;
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}
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Color Color::from_hsl(float p_h, float p_s, float p_l, float p_alpha) {
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Color c;
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c.set_hsl(p_h, p_s, p_l, p_alpha);
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return c;
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}
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Color Color::from_rgbe9995(uint32_t p_rgbe) {
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float r = p_rgbe & 0x1ff;
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float g = (p_rgbe >> 9) & 0x1ff;
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@ -57,6 +57,10 @@ struct _NO_DISCARD_ Color {
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float get_s() const;
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float get_v() const;
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void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
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float get_hsl_h() const;
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float get_hsl_s() const;
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float get_hsl_l() const;
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void set_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
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float get_ok_hsl_h() const;
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float get_ok_hsl_s() const;
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float get_ok_hsl_l() const;
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@ -198,6 +202,7 @@ struct _NO_DISCARD_ Color {
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static Color get_named_color(int p_idx);
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static Color from_string(const String &p_string, const Color &p_default);
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static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
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static Color from_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
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static Color from_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
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static Color from_rgbe9995(uint32_t p_rgbe);
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@ -217,6 +222,9 @@ struct _NO_DISCARD_ Color {
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_FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v(), a); }
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_FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v(), a); }
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_FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v, a); }
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_FORCE_INLINE_ void set_hsl_h(float p_h) { set_hsl(p_h, get_hsl_s(), get_hsl_l(), a); }
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_FORCE_INLINE_ void set_hsl_s(float p_s) { set_hsl(get_hsl_h(), p_s, get_hsl_l(), a); }
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_FORCE_INLINE_ void set_hsl_l(float p_l) { set_hsl(get_hsl_h(), get_hsl_s(), p_l, a); }
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_FORCE_INLINE_ void set_ok_hsl_h(float p_h) { set_ok_hsl(p_h, get_ok_hsl_s(), get_ok_hsl_l(), a); }
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_FORCE_INLINE_ void set_ok_hsl_s(float p_s) { set_ok_hsl(get_ok_hsl_h(), p_s, get_ok_hsl_l(), a); }
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_FORCE_INLINE_ void set_ok_hsl_l(float p_l) { set_ok_hsl(get_ok_hsl_h(), get_ok_hsl_s(), p_l, a); }
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@ -2000,6 +2000,7 @@ static void _register_variant_builtin_methods() {
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bind_static_method(Color, html_is_valid, sarray("color"), varray());
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bind_static_method(Color, from_string, sarray("str", "default"), varray());
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bind_static_method(Color, from_hsv, sarray("h", "s", "v", "alpha"), varray(1.0));
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bind_static_method(Color, from_hsl, sarray("h", "s", "l", "alpha"), varray(1.0));
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bind_static_method(Color, from_ok_hsl, sarray("h", "s", "l", "alpha"), varray(1.0));
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bind_static_method(Color, from_rgbe9995, sarray("rgbe"), varray());
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@ -139,6 +139,10 @@ void register_named_setters_getters() {
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REGISTER_MEMBER(Color, h);
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REGISTER_MEMBER(Color, s);
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REGISTER_MEMBER(Color, v);
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REGISTER_MEMBER(Color, hsl_h);
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REGISTER_MEMBER(Color, hsl_s);
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REGISTER_MEMBER(Color, hsl_l);
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}
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void unregister_named_setters_getters() {
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@ -344,6 +344,10 @@ SETGET_NUMBER_STRUCT_FUNC(Color, double, h, set_h, get_h)
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SETGET_NUMBER_STRUCT_FUNC(Color, double, s, set_s, get_s)
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SETGET_NUMBER_STRUCT_FUNC(Color, double, v, set_v, get_v)
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SETGET_NUMBER_STRUCT_FUNC(Color, double, hsl_h, set_hsl_h, get_hsl_h)
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SETGET_NUMBER_STRUCT_FUNC(Color, double, hsl_s, set_hsl_s, get_hsl_s)
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SETGET_NUMBER_STRUCT_FUNC(Color, double, hsl_l, set_hsl_l, get_hsl_l)
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SETGET_NUMBER_STRUCT_FUNC(Color, double, ok_hsl_h, set_ok_hsl_h, get_ok_hsl_h)
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SETGET_NUMBER_STRUCT_FUNC(Color, double, ok_hsl_s, set_ok_hsl_s, get_ok_hsl_s)
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SETGET_NUMBER_STRUCT_FUNC(Color, double, ok_hsl_l, set_ok_hsl_l, get_ok_hsl_l)
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@ -141,6 +141,24 @@
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[/codeblocks]
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</description>
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</method>
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<method name="from_hsl" qualifiers="static">
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<return type="Color" />
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<param index="0" name="h" type="float" />
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<param index="1" name="s" type="float" />
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<param index="2" name="l" type="float" />
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<param index="3" name="alpha" type="float" default="1.0" />
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<description>
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Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSL profile[/url]. The hue ([param h]), saturation ([param s]), and lightness ([param l]) are typically between 0.0 and 1.0.
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[codeblocks]
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[gdscript]
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var color = Color.from_hsl(0.58, 0.5, 0.79, 0.8)
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[/gdscript]
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[csharp]
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var color = Color.FromHsl(0.58f, 0.5f, 0.79f, 0.8f);
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="from_hsv" qualifiers="static">
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<return type="Color" />
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<param index="0" name="h" type="float" />
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@ -493,6 +511,15 @@
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<member name="h" type="float" setter="" getter="" default="0.0">
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The HSV hue of this color, on the range 0 to 1.
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</member>
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<member name="hsl_h" type="float" setter="" getter="" default="0.0">
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The HSL hue of this color, on the range 0 to 1.
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</member>
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<member name="hsl_l" type="float" setter="" getter="" default="0.0">
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The HSL lightness of this color, on the range 0 to 1.
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</member>
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<member name="hsl_s" type="float" setter="" getter="" default="0.0">
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The HSL saturation of this color, on the range 0 to 1.
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</member>
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<member name="r" type="float" setter="" getter="" default="0.0">
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The color's red component, typically on the range of 0 to 1.
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</member>
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@ -187,6 +187,69 @@ namespace Godot
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}
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}
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/// <summary>
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/// The HSL hue of this color, on the range 0 to 1.
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/// </summary>
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/// <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="FromHsl"/>.</value>
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public float HslH
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{
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readonly get
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{
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return H;
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}
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set
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{
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this = FromHsl(value, HslS, HslL, A);
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}
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}
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/// <summary>
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/// The HSL saturation of this color, on the range 0 to 1.
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/// </summary>
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/// <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="FromHsl"/>.</value>
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public float HslS
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{
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readonly get
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{
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float max = Math.Max(R, Math.Max(G, B));
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float min = Math.Min(R, Math.Min(G, B));
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float mid = (max + min) / 2.0f;
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if (mid == 0.0f || mid == 1.0f)
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{
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return 0.0f;
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}
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float delta = max - min;
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return delta / (1.0f - Math.Abs(2.0f * mid - 1.0f));
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}
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set
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{
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this = FromHsl(HslH, value, HslL, A);
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}
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}
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/// <summary>
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/// The HSL lightness of this color, on the range 0 to 1.
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/// </summary>
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/// <value>Getting is equivalent to using <see cref="Math.Max(float, float)"/> on the RGB components. Setting uses <see cref="FromHsl"/>.</value>
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public float HslL
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{
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readonly get
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{
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float max = Math.Max(R, Math.Max(G, B));
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float min = Math.Min(R, Math.Min(G, B));
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return (max + min) / 2.0f;
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}
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set
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{
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this = FromHsl(HslH, HslS, value, A);
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}
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}
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/// <summary>
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/// Returns the light intensity of the color, as a value between 0.0 and 1.0 (inclusive).
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/// This is useful when determining light or dark color. Colors with a luminance smaller
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@ -877,6 +940,104 @@ namespace Godot
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value = max;
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}
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/// <summary>
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/// Constructs a color from an HSL profile. The <paramref name="hue"/>,
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/// <paramref name="saturation"/>, and <paramref name="lightness"/> are typically
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/// between 0.0 and 1.0.
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/// </summary>
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/// <param name="hue">The HSL hue, typically on the range of 0 to 1.</param>
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/// <param name="saturation">The HSL saturation, typically on the range of 0 to 1.</param>
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/// <param name="lightness">The HSL lightness, typically on the range of 0 to 1.</param>
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/// <param name="alpha">The alpha (transparency) value, typically on the range of 0 to 1.</param>
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/// <returns>The constructed color.</returns>
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public static Color FromHsl(float hue, float saturation, float lightness, float alpha = 1.0f)
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{
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if (saturation == 0.0f)
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{
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// Achromatic (gray)
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return new Color(lightness, lightness, lightness, alpha);
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}
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hue *= 6.0f;
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hue %= 6.0f;
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float c = (1.0f - Math.Abs(2.0f * lightness - 1.0f)) * saturation;
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float x = c * (1.0f - Math.Abs(hue % 2.0f - 1.0f));
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float m = lightness - c / 2.0f;
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c += m;
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x += m;
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switch ((int)hue)
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{
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case 0: // Red is the dominant color
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return new Color(c, x, m, alpha);
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case 1: // Green is the dominant color
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return new Color(x, c, m, alpha);
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case 2:
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return new Color(m, c, x, alpha);
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case 3: // Blue is the dominant color
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return new Color(m, x, c, alpha);
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case 4:
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return new Color(x, m, c, alpha);
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default: // (5) Red is the dominant color
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return new Color(c, m, x, alpha);
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}
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}
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/// <summary>
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/// Converts a color to HSL values. This is equivalent to using each of
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/// the <c>h</c>/<c>s</c>/<c>l</c> properties, but much more efficient.
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/// </summary>
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/// <param name="hue">Output parameter for the HSL hue.</param>
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/// <param name="saturation">Output parameter for the HSL saturation.</param>
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/// <param name="lightness">Output parameter for the HSL lightness.</param>
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public readonly void ToHsl(out float hue, out float saturation, out float lightness)
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{
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float max = (float)Mathf.Max(R, Mathf.Max(G, B));
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float min = (float)Mathf.Min(R, Mathf.Min(G, B));
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float delta = max - min;
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if (delta == 0.0f)
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{
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hue = 0.0f;
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}
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else
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{
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if (R == max)
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{
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hue = (G - B) / delta; // Between yellow & magenta
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}
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else if (G == max)
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{
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hue = 2.0f + ((B - R) / delta); // Between cyan & yellow
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}
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else
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{
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hue = 4.0f + ((R - G) / delta); // Between magenta & cyan
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}
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hue /= 6.0f;
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if (hue < 0.0f)
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{
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hue += 1.0f;
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}
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}
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lightness = (max + min) / 2.0f;
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if (lightness == 0.0f || lightness == 1.0f)
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{
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saturation = 0.0f;
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}
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else
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{
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saturation = delta / (1.0f - Math.Abs(2.0f * lightness - 1.0f));
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}
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}
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private static int ParseCol4(ReadOnlySpan<char> str, int index)
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{
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char character = str[index];
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@ -63,10 +63,14 @@ TEST_CASE("[Color] Constructor methods") {
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const Color green_rgba = Color(0, 1, 0, 0.25);
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const Color green_hsva = Color(0, 0, 0).from_hsv(120 / 360.0, 1, 1, 0.25);
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const Color green_hsla = Color(0, 0, 0).from_hsl(120 / 360.0, 1, 0.5, 0.25);
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CHECK_MESSAGE(
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green_rgba.is_equal_approx(green_hsva),
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"Creation with HSV notation should result in components approximately equal to the default constructor.");
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CHECK_MESSAGE(
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green_rgba.is_equal_approx(green_hsla),
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"Creation with HSL notation should result in components approximately equal to the default constructor.");
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}
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TEST_CASE("[Color] Operators") {
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@ -109,6 +113,16 @@ TEST_CASE("[Color] Reading methods") {
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CHECK_MESSAGE(
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dark_blue.get_v() == doctest::Approx(0.5f),
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"The returned HSV value should match the expected value.");
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CHECK_MESSAGE(
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dark_blue.get_hsl_h() == doctest::Approx(240.0f / 360.0f),
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"The returned HSL hue should match the expected value.");
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CHECK_MESSAGE(
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dark_blue.get_hsl_s() == doctest::Approx(1.0f),
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"The returned HSL saturation should match the expected value.");
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CHECK_MESSAGE(
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dark_blue.get_hsl_l() == doctest::Approx(0.25f),
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"The returned HSL lightness should match the expected value.");
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}
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TEST_CASE("[Color] Conversion methods") {
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Reference in New Issue