Refactor color handling: update SnesColor references to gfx::SnesColor and add Color struct with utility functions
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@@ -1,18 +1,17 @@
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#include "color.h"
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#include "imgui/imgui.h"
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#include <cmath>
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#include <string>
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_color.h"
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#include "app/gfx/snes_palette.h"
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#include "imgui/imgui.h"
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namespace yaze {
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namespace gui {
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ImVec4 ConvertSnesColorToImVec4(const SnesColor& color) {
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ImVec4 ConvertSnesColorToImVec4(const gfx::SnesColor& color) {
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return ImVec4(static_cast<float>(color.rgb().x) / 255.0f,
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static_cast<float>(color.rgb().y) / 255.0f,
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static_cast<float>(color.rgb().z) / 255.0f,
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@@ -21,7 +20,7 @@ ImVec4 ConvertSnesColorToImVec4(const SnesColor& color) {
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);
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}
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IMGUI_API bool SnesColorButton(absl::string_view id, SnesColor& color,
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IMGUI_API bool SnesColorButton(absl::string_view id, gfx::SnesColor& color,
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ImGuiColorEditFlags flags,
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const ImVec2& size_arg) {
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// Convert the SNES color values to ImGui color values
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@@ -38,7 +37,7 @@ IMGUI_API bool SnesColorButton(absl::string_view id, SnesColor& color,
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return pressed;
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}
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IMGUI_API bool SnesColorEdit4(absl::string_view label, SnesColor* color,
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IMGUI_API bool SnesColorEdit4(absl::string_view label, gfx::SnesColor* color,
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ImGuiColorEditFlags flags) {
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ImVec4 displayColor = ConvertSnesColorToImVec4(*color);
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@@ -1,39 +1,53 @@
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#ifndef YAZE_GUI_COLOR_H
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#define YAZE_GUI_COLOR_H
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#include "imgui/imgui.h"
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#include <cmath>
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#include <format>
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#include <string>
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#include "imgui/imgui.h"
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#include "absl/status/status.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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namespace yaze {
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namespace gui {
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using gfx::SnesColor;
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struct Color {
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float red;
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float blue;
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float green;
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float alpha;
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};
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inline ImVec4 ConvertColorToImVec4(const Color &color) {
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return ImVec4(color.red, color.green, color.blue, color.alpha);
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}
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inline std::string ColorToHexString(const Color &color) {
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return std::format(
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"{:02X}{:02X}{:02X}{:02X}", static_cast<int>(color.red * 255),
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static_cast<int>(color.green * 255), static_cast<int>(color.blue * 255),
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static_cast<int>(color.alpha * 255));
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}
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// A utility function to convert an SnesColor object to an ImVec4 with
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// normalized color values
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ImVec4 ConvertSnesColorToImVec4(const SnesColor& color);
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ImVec4 ConvertSnesColorToImVec4(const gfx::SnesColor &color);
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// The wrapper function for ImGui::ColorButton that takes a SnesColor reference
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IMGUI_API bool SnesColorButton(absl::string_view id, SnesColor& color,
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IMGUI_API bool SnesColorButton(absl::string_view id, gfx::SnesColor &color,
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ImGuiColorEditFlags flags = 0,
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const ImVec2& size_arg = ImVec2(0, 0));
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const ImVec2 &size_arg = ImVec2(0, 0));
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IMGUI_API bool SnesColorEdit4(absl::string_view label, SnesColor* color,
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IMGUI_API bool SnesColorEdit4(absl::string_view label, gfx::SnesColor *color,
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ImGuiColorEditFlags flags = 0);
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absl::Status DisplayPalette(gfx::SnesPalette& palette, bool loaded);
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absl::Status DisplayPalette(gfx::SnesPalette &palette, bool loaded);
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void SelectablePalettePipeline(uint64_t& palette_id, bool& refresh_graphics,
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gfx::SnesPalette& palette);
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void SelectablePalettePipeline(uint64_t &palette_id, bool &refresh_graphics,
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gfx::SnesPalette &palette);
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} // namespace gui
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} // namespace yaze
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} // namespace gui
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} // namespace yaze
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#endif
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