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Tidy up image example (#96)
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@ -559,22 +559,18 @@ arrowButton strIdPtr dir = liftIO do
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(0 /=) <$> [C.exp| bool { ArrowButton($(char* strIdPtr), $(ImGuiDir dir)) } |]
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-- | Image Area to draw a texture
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-- | Image Area to draw a texture.
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--
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-- Wraps @ImGui::Image()
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-- For OpenGL: The @userTextureIDPtr@ points to the texture memory (eg. @0x0000000000000001@)
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--
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-- For OpenGL: The userTextureIDPtr points to the texture memory (eg. 0x0x0000000000000001), it is the number from glBindTexture.
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-- Eg:
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-- glBindTexture GL_TEXTURE_2D $ textureID texture
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-- -- fill textureID
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-- image (intPtrToPtr $ fromIntegral textureID) (ImVec2 500 500)(ImVec2 0 0)(ImVec2 1 1)(ImVec4 1 1 1 1)(ImVec4 0 0 0 0)
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-- See @examples/sdl/Image.hs@ for the whole process.
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--
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-- See https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#About-texture-coordinates and under examples/sdl/Image.hs
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image :: (MonadIO m) => Ptr ()-> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec4 -> Ptr ImVec4 -> m()
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-- Wraps @ImGui::Image()@.
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image :: (MonadIO m) => Ptr () -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec4 -> Ptr ImVec4 -> m ()
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image userTextureIDPtr sizePtr uv0Ptr uv1Ptr tintColPtr borderColPtr = liftIO do
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[C.exp| void {
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[C.exp| void {
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Image(
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$(void* userTextureIDPtr),
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$(void* userTextureIDPtr),
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*$(ImVec2* sizePtr),
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*$(ImVec2* uv0Ptr),
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*$(ImVec2* uv1Ptr),
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