fix palette update pointer semantics
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@@ -201,6 +201,7 @@ void Bitmap::Create(int width, int height, int depth, const Bytes &data) {
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SDL_Surface_Deleter());
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surface_->pixels = pixel_data_;
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GrayscalePalette(surface_->format->palette);
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active_ = true;
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}
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void Bitmap::CreateTexture(SDL_Renderer *renderer) {
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@@ -312,17 +313,17 @@ absl::Status Bitmap::ApplyPalette(const SnesPalette &palette) {
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for (int i = 0; i < palette.size(); ++i) {
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ASSIGN_OR_RETURN(gfx::SnesColor pal_color, palette.GetColor(i));
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if (pal_color.is_transparent()) {
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sdlPalette->colors[i].r = 0;
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sdlPalette->colors[i].g = 0;
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sdlPalette->colors[i].b = 0;
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sdlPalette->colors[i].a = 0;
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} else {
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sdlPalette->colors[i].r = pal_color.rgb().x;
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sdlPalette->colors[i].g = pal_color.rgb().y;
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sdlPalette->colors[i].b = pal_color.rgb().z;
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sdlPalette->colors[i].a = pal_color.rgb().w;
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}
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// if (pal_color.is_transparent()) {
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// sdlPalette->colors[i].r = 0;
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// sdlPalette->colors[i].g = 0;
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// sdlPalette->colors[i].b = 0;
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// sdlPalette->colors[i].a = 0;
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// } else {
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sdlPalette->colors[i].r = pal_color.rgb().x;
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sdlPalette->colors[i].g = pal_color.rgb().y;
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sdlPalette->colors[i].b = pal_color.rgb().z;
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sdlPalette->colors[i].a = pal_color.rgb().w;
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// }
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}
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SDL_LockSurface(surface_.get());
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@@ -31,10 +31,10 @@ std::vector<char> Convert(const std::vector<snes_color>& palette);
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/**
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* @brief SNES Color container
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*
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* Used for displaying the color to the screen and writing
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*
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* Used for displaying the color to the screen and writing
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* the color to the Rom file in the correct format.
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*
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*
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* SNES colors may be represented in one of three formats:
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* - Color data from the rom in a snes_color struct
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* - Color data for displaying to the UI via ImVec4
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