feat(palette): implement centralized PaletteManager for improved color management
- Introduced PaletteManager to handle all palette-related operations, including color modifications, undo/redo functionality, and batch processing. - Updated PaletteEditor and PaletteGroupCard to utilize PaletteManager for managing palette states and modifications, streamlining the editing process. - Enhanced user interface with confirmation popups for discard actions and error notifications for save failures. Benefits: - Centralizes palette management, improving consistency and reducing code duplication across editors. - Enhances user experience by providing clear feedback on unsaved changes and simplifying color operations.
This commit is contained in:
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test/unit/snes_color_test.cc
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258
test/unit/snes_color_test.cc
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#include "app/gfx/snes_color.h"
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#include <gtest/gtest.h>
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#include "imgui/imgui.h"
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namespace yaze {
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namespace gfx {
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namespace {
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// Test fixture for SnesColor tests
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class SnesColorTest : public ::testing::Test {
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protected:
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void SetUp() override {
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// Common setup if needed
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}
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};
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// ============================================================================
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// RGB Format Conversion Tests
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// ============================================================================
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TEST_F(SnesColorTest, SetRgbFromImGuiNormalizedValues) {
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SnesColor color;
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// ImGui ColorPicker returns values in 0-1 range
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ImVec4 imgui_color(0.5f, 0.75f, 1.0f, 1.0f);
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color.set_rgb(imgui_color);
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// Internal storage should be in 0-255 range
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auto rgb = color.rgb();
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EXPECT_FLOAT_EQ(rgb.x, 127.5f); // 0.5 * 255
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EXPECT_FLOAT_EQ(rgb.y, 191.25f); // 0.75 * 255
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EXPECT_FLOAT_EQ(rgb.z, 255.0f); // 1.0 * 255
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EXPECT_FLOAT_EQ(rgb.w, 255.0f); // Alpha always 255
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}
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TEST_F(SnesColorTest, SetRgbBlackColor) {
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SnesColor color;
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ImVec4 black(0.0f, 0.0f, 0.0f, 1.0f);
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color.set_rgb(black);
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auto rgb = color.rgb();
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EXPECT_FLOAT_EQ(rgb.x, 0.0f);
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EXPECT_FLOAT_EQ(rgb.y, 0.0f);
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EXPECT_FLOAT_EQ(rgb.z, 0.0f);
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EXPECT_FLOAT_EQ(rgb.w, 255.0f);
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}
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TEST_F(SnesColorTest, SetRgbWhiteColor) {
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SnesColor color;
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ImVec4 white(1.0f, 1.0f, 1.0f, 1.0f);
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color.set_rgb(white);
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auto rgb = color.rgb();
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EXPECT_FLOAT_EQ(rgb.x, 255.0f);
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EXPECT_FLOAT_EQ(rgb.y, 255.0f);
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EXPECT_FLOAT_EQ(rgb.z, 255.0f);
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EXPECT_FLOAT_EQ(rgb.w, 255.0f);
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}
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TEST_F(SnesColorTest, SetRgbMidRangeColor) {
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SnesColor color;
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// Test a mid-range color (medium gray)
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ImVec4 gray(0.5f, 0.5f, 0.5f, 1.0f);
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color.set_rgb(gray);
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auto rgb = color.rgb();
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EXPECT_NEAR(rgb.x, 127.5f, 0.01f);
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EXPECT_NEAR(rgb.y, 127.5f, 0.01f);
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EXPECT_NEAR(rgb.z, 127.5f, 0.01f);
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}
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// ============================================================================
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// Constructor Tests
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// ============================================================================
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TEST_F(SnesColorTest, ConstructFromImVec4) {
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// ImGui color in 0-1 range
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ImVec4 imgui_color(0.25f, 0.5f, 0.75f, 1.0f);
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SnesColor color(imgui_color);
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// Should be converted to 0-255 range
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auto rgb = color.rgb();
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EXPECT_NEAR(rgb.x, 63.75f, 0.01f); // 0.25 * 255
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EXPECT_NEAR(rgb.y, 127.5f, 0.01f); // 0.5 * 255
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EXPECT_NEAR(rgb.z, 191.25f, 0.01f); // 0.75 * 255
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EXPECT_FLOAT_EQ(rgb.w, 255.0f);
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}
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TEST_F(SnesColorTest, ConstructFromSnesValue) {
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// SNES BGR555 format: 0x7FFF = white (all bits set in 15-bit color)
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SnesColor white(0x7FFF);
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auto rgb = white.rgb();
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// All channels should be max (after BGR555 conversion)
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EXPECT_GT(rgb.x, 240.0f); // Close to 255
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EXPECT_GT(rgb.y, 240.0f);
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EXPECT_GT(rgb.z, 240.0f);
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}
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TEST_F(SnesColorTest, ConstructFromSnesBlack) {
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// SNES BGR555 format: 0x0000 = black
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SnesColor black(0x0000);
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auto rgb = black.rgb();
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EXPECT_FLOAT_EQ(rgb.x, 0.0f);
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EXPECT_FLOAT_EQ(rgb.y, 0.0f);
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EXPECT_FLOAT_EQ(rgb.z, 0.0f);
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}
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// ============================================================================
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// SNES Format Conversion Tests
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// ============================================================================
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TEST_F(SnesColorTest, SetSnesUpdatesRgb) {
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SnesColor color;
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// Set a SNES color value
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color.set_snes(0x7FFF); // White in BGR555
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// RGB should be updated
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auto rgb = color.rgb();
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EXPECT_GT(rgb.x, 240.0f);
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EXPECT_GT(rgb.y, 240.0f);
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EXPECT_GT(rgb.z, 240.0f);
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}
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TEST_F(SnesColorTest, RgbToSnesConversion) {
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SnesColor color;
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// Set pure red in RGB (0-1 range for ImGui)
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ImVec4 red(1.0f, 0.0f, 0.0f, 1.0f);
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color.set_rgb(red);
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// SNES value should be set (BGR555 format)
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uint16_t snes = color.snes();
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EXPECT_NE(snes, 0x0000); // Should not be black
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// Extract red component from BGR555 (bits 0-4)
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uint16_t snes_red = snes & 0x1F;
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EXPECT_EQ(snes_red, 0x1F); // Max red in 5-bit
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}
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// ============================================================================
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// Round-Trip Conversion Tests
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// ============================================================================
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TEST_F(SnesColorTest, RoundTripImGuiToSnesColor) {
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// Start with ImGui color
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ImVec4 original(0.6f, 0.4f, 0.8f, 1.0f);
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// Convert to SnesColor
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SnesColor color(original);
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// Convert back to ImVec4 (normalized)
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auto rgb = color.rgb();
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ImVec4 converted(rgb.x / 255.0f, rgb.y / 255.0f, rgb.z / 255.0f, 1.0f);
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// Should be approximately equal (within floating point precision)
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EXPECT_NEAR(converted.x, original.x, 0.01f);
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EXPECT_NEAR(converted.y, original.y, 0.01f);
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EXPECT_NEAR(converted.z, original.z, 0.01f);
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}
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TEST_F(SnesColorTest, MultipleSetRgbCalls) {
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SnesColor color;
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// First color
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ImVec4 color1(0.2f, 0.4f, 0.6f, 1.0f);
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color.set_rgb(color1);
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auto rgb1 = color.rgb();
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EXPECT_NEAR(rgb1.x, 51.0f, 1.0f);
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EXPECT_NEAR(rgb1.y, 102.0f, 1.0f);
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EXPECT_NEAR(rgb1.z, 153.0f, 1.0f);
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// Second color (should completely replace)
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ImVec4 color2(0.8f, 0.6f, 0.4f, 1.0f);
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color.set_rgb(color2);
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auto rgb2 = color.rgb();
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EXPECT_NEAR(rgb2.x, 204.0f, 1.0f);
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EXPECT_NEAR(rgb2.y, 153.0f, 1.0f);
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EXPECT_NEAR(rgb2.z, 102.0f, 1.0f);
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}
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// ============================================================================
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// Edge Case Tests
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// ============================================================================
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TEST_F(SnesColorTest, HandlesMaxValues) {
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SnesColor color;
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ImVec4 max(1.0f, 1.0f, 1.0f, 1.0f);
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color.set_rgb(max);
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auto rgb = color.rgb();
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EXPECT_FLOAT_EQ(rgb.x, 255.0f);
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EXPECT_FLOAT_EQ(rgb.y, 255.0f);
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EXPECT_FLOAT_EQ(rgb.z, 255.0f);
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}
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TEST_F(SnesColorTest, HandlesMinValues) {
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SnesColor color;
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ImVec4 min(0.0f, 0.0f, 0.0f, 1.0f);
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color.set_rgb(min);
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auto rgb = color.rgb();
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EXPECT_FLOAT_EQ(rgb.x, 0.0f);
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EXPECT_FLOAT_EQ(rgb.y, 0.0f);
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EXPECT_FLOAT_EQ(rgb.z, 0.0f);
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}
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TEST_F(SnesColorTest, AlphaAlwaysMaximum) {
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SnesColor color;
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// Try setting alpha to different values (should always be ignored)
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ImVec4 color_with_alpha(0.5f, 0.5f, 0.5f, 0.5f);
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color.set_rgb(color_with_alpha);
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auto rgb = color.rgb();
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EXPECT_FLOAT_EQ(rgb.w, 255.0f); // Alpha should always be 255
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}
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// ============================================================================
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// Modified Flag Tests
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// ============================================================================
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TEST_F(SnesColorTest, ModifiedFlagSetOnRgbChange) {
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SnesColor color;
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EXPECT_FALSE(color.is_modified());
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ImVec4 new_color(0.5f, 0.5f, 0.5f, 1.0f);
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color.set_rgb(new_color);
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EXPECT_TRUE(color.is_modified());
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}
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TEST_F(SnesColorTest, ModifiedFlagSetOnSnesChange) {
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SnesColor color;
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EXPECT_FALSE(color.is_modified());
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color.set_snes(0x7FFF);
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EXPECT_TRUE(color.is_modified());
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}
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} // namespace
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} // namespace gfx
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} // namespace yaze
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