Add SNESColorButton and ConvertSNESColorToImVec4
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@@ -10,9 +10,30 @@
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namespace yaze {
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namespace app {
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namespace gui {
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ImVec4 ConvertSNESColorToImVec4(const SNESColor& color) {
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return ImVec4(static_cast<float>(color.GetRGB().x) / 255.0f,
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static_cast<float>(color.GetRGB().y) / 255.0f,
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static_cast<float>(color.GetRGB().z) / 255.0f,
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1.0f // Assuming alpha is always fully opaque for SNES colors,
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// adjust if necessary
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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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ImGuiColorEditFlags flags,
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const ImVec2& size_arg) {
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// Convert the SNES color values to ImGui color values (normalized to 0-1
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// range)
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ImVec4 displayColor = ConvertSNESColorToImVec4(color);
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// Call the original ImGui::ColorButton with the converted color
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bool pressed = ImGui::ColorButton(id.data(), displayColor, flags, size_arg);
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return pressed;
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}
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void DisplayPalette(app::gfx::SNESPalette& palette, bool loaded) {
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static ImVec4 color = ImVec4(0, 0, 0, 255.f);
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ImGuiColorEditFlags misc_flags = ImGuiColorEditFlags_AlphaPreview |
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@@ -11,9 +11,19 @@
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namespace yaze {
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namespace app {
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namespace gui {
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using gfx::SNESColor;
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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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// 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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ImGuiColorEditFlags flags = 0,
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const ImVec2& size_arg = ImVec2(0, 0));
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void DisplayPalette(app::gfx::SNESPalette& palette, bool loaded);
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} // namespace gui
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