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Examples: Cast to ImTextureID instead of void* when assigning to TexId. Applied to all examples. (#2015)
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@ -213,7 +213,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ctx->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
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ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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}
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idx_offset += pcmd->ElemCount;
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@ -279,7 +280,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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}
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// Store our identifier
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io.Fonts->TexID = (void *)g_pFontTextureView;
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io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
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// Create texture sampler
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{
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@ -218,7 +218,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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}
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idx_offset += pcmd->ElemCount;
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@ -286,7 +287,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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}
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// Store our identifier
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io.Fonts->TexID = (void *)g_pFontTextureView;
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io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
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// Create texture sampler
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{
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@ -177,7 +177,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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else
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{
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const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
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g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
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g_pd3dDevice->SetTexture(0, texture);
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
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}
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@ -228,7 +229,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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g_FontTexture->UnlockRect(0);
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// Store our identifier
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io.Fonts->TexID = (void *)g_FontTexture;
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io.Fonts->TexID = (ImTextureID)g_FontTexture;
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return true;
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}
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@ -190,7 +190,7 @@ bool ImGui_Marmalade_CreateDeviceObjects()
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g_FontTexture->Upload();
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// Store our identifier
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io.Fonts->TexID = (void *)g_FontTexture;
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io.Fonts->TexID = (ImTextureID)g_FontTexture;
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return true;
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}
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@ -98,7 +98,7 @@ bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
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[g_sharedMetalContext makeFontTextureWithDevice:device];
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture;
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io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
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return (g_sharedMetalContext.fontTexture != nil);
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}
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@ -182,7 +182,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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@ -279,7 +279,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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@ -461,7 +461,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
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}
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontImage;
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io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontImage;
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return true;
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}
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@ -1671,7 +1671,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_
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return NULL;
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}
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if (padding_bytes > 0)
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memset((void *)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
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memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
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fclose(f);
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if (out_file_size)
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@ -8476,7 +8476,7 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I
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// Default to using texture ID as ID. User can still push string/integer prefixes.
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// We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
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PushID((void *)user_texture_id);
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PushID((void*)user_texture_id);
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const ImGuiID id = window->GetID("#image");
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PopID();
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@ -71,7 +71,7 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
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if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; }
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char* data = new char[data_sz+4];
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if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; }
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memset((void *)(((char*)data) + data_sz), 0, 4);
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memset((void*)(((char*)data) + data_sz), 0, 4);
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fclose(f);
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// Compress
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