From the SDK.
Code:
#ifndef COLOR_H
#define COLOR_H
#ifdef _WIN32
#pragma once
#endif
class Color
{
public:
// constructors
Color()
{
*((int *)this) = 0;
}
Color(int color32)
{
*((int *)this) = color32;
}
Color(int _r, int _g, int _b)
{
SetColor(_r, _g, _b, 255);
}
Color(int _r, int _g, int _b, int _a)
{
SetColor(_r, _g, _b, _a);
}
// set the color
// r - red component (0-255)
// g - green component (0-255)
// b - blue component (0-255)
// a - alpha component, controls transparency (0 - transparent, 255 - opaque);
void SetColor(int _r, int _g, int _b, int _a = 255)
{
_color[0] = (unsigned char)_r;
_color[1] = (unsigned char)_g;
_color[2] = (unsigned char)_b;
_color[3] = (unsigned char)_a;
}
void GetColor(int &_r, int &_g, int &_b, int &_a) const
{
_r = _color[0];
_g = _color[1];
_b = _color[2];
_a = _color[3];
}
void SetRawColor(int color32)
{
*((int*)this) = color32;
}
int GetRawColor() const
{
return *((int*)this);
}
int GetD3DColor() const
{
return ((int)((((_color[3]) & 0xff) << 24) | (((_color[0]) & 0xff) << 16) | (((_color[1]) & 0xff) << 8) | ((_color[2]) & 0xff)));
}
inline int r() const { return _color[0]; }
inline int g() const { return _color[1]; }
inline int b() const { return _color[2]; }
inline int a() const { return _color[3]; }
unsigned char &operator[](int index)
{
return _color[index];
}
const unsigned char &operator[](int index) const
{
return _color[index];
}
bool operator == (const Color &rhs) const
{
return (*((int *)this) == *((int *)&rhs));
}
bool operator != (const Color &rhs) const
{
return !(operator==(rhs));
}
Color &operator=(const Color &rhs)
{
SetRawColor(rhs.GetRawColor());
return *this;
}
float* Base()
{
float clr[3];
clr[0] = _color[0] / 255.0f;
clr[1] = _color[1] / 255.0f;
clr[2] = _color[2] / 255.0f;
return &clr[0];
}
float Hue() const
{
if (_color[0] == _color[1] && _color[1] == _color[2])
{
return 0.0f;
}
float r = _color[0] / 255.0f;
float g = _color[1] / 255.0f;
float b = _color[2] / 255.0f;
float max = r > g ? r : g > b ? g : b,
min = r < g ? r : g < b ? g : b;
float delta = max - min;
float hue = 0.0f;
if (r == max)
{
hue = (g - b) / delta;
}
else if (g == max)
{
hue = 2 + (b - r) / delta;
}
else if (b == max)
{
hue = 4 + (r - g) / delta;
}
hue *= 60;
if (hue < 0.0f)
{
hue += 360.0f;
}
return hue;
}
float Saturation() const
{
float r = _color[0] / 255.0f;
float g = _color[1] / 255.0f;
float b = _color[2] / 255.0f;
float max = r > g ? r : g > b ? g : b,
min = r < g ? r : g < b ? g : b;
float l, s = 0;
if (max != min)
{
l = (max + min) / 2;
if (l <= 0.5f)
s = (max - min) / (max + min);
else
s = (max - min) / (2 - max - min);
}
return s;
}
float Brightness() const
{
float r = _color[0] / 255.0f;
float g = _color[1] / 255.0f;
float b = _color[2] / 255.0f;
float max = r > g ? r : g > b ? g : b,
min = r < g ? r : g < b ? g : b;
return (max + min) / 2;
}
Color FromHSB(float hue, float saturation, float brightness)
{
float h = hue == 1.0f ? 0 : hue * 6.0f;
float f = h - (int)h;
float p = brightness * (1.0f - saturation);
float q = brightness * (1.0f - saturation * f);
float t = brightness * (1.0f - (saturation * (1.0f - f)));
if (h < 1)
{
return Color(
(unsigned char)(brightness * 255),
(unsigned char)(t * 255),
(unsigned char)(p * 255)
);
}
else if (h < 2)
{
return Color(
(unsigned char)(q * 255),
(unsigned char)(brightness * 255),
(unsigned char)(p * 255)
);
}
else if (h < 3)
{
return Color(
(unsigned char)(p * 255),
(unsigned char)(brightness * 255),
(unsigned char)(t * 255)
);
}
else if (h < 4)
{
return Color(
(unsigned char)(p * 255),
(unsigned char)(q * 255),
(unsigned char)(brightness * 255)
);
}
else if (h < 5)
{
return Color(
(unsigned char)(t * 255),
(unsigned char)(p * 255),
(unsigned char)(brightness * 255)
);
}
else
{
return Color(
(unsigned char)(brightness * 255),
(unsigned char)(p * 255),
(unsigned char)(q * 255)
);
}
}
static Color Red() { return Color(255, 0, 0); }
static Color Green() { return Color(0, 255, 0); }
static Color LightGreen() { return Color(128, 255, 128); }
static Color Blue() { return Color(0, 0, 255); }
static Color LightBlue() { return Color(100, 100, 255); }
static Color Cyan() { return Color(0, 255, 255); }
static Color LightGrey() { return Color(128, 128, 128); }
static Color Grey() { return Color(84, 84, 84); }
static Color DarkGrey() { return Color(45, 45, 45); }
static Color Black() { return Color(0, 0, 0); }
static Color White() { return Color(255, 255, 255); }
static Color Yellow() { return Color(255, 255, 0); }
static Color Purple() { return Color(220, 0, 220); }
static Color Orange() { return Color(255, 102, 0); }
static Color Pink() { return Color(255, 20, 255); }
private:
unsigned char _color[4];
};
#endif
Code:
#include "Color.h"
...
WPM(EntityBase + 0x70, Color( R, G, B, A);
...
// R = red, G = green, B = blue, A = alpha
// Range --= 0.0f -> 255.0f
// Type: float.