Examples: Cast to ImTextureID instead of void* when assigning to TexId. Applied to all examples. (#2015)

This commit is contained in:
omar
2018-08-09 17:49:48 +02:00
parent 9c0805010f
commit 421dc19798
10 changed files with 17 additions and 14 deletions

View File

@ -1671,7 +1671,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_
return NULL;
}
if (padding_bytes > 0)
memset((void *)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
fclose(f);
if (out_file_size)
@ -8476,7 +8476,7 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I
// Default to using texture ID as ID. User can still push string/integer prefixes.
// We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
PushID((void *)user_texture_id);
PushID((void*)user_texture_id);
const ImGuiID id = window->GetID("#image");
PopID();