Refactor ImTextureID casting for SDL_Texture rendering
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@@ -498,7 +498,7 @@ void DungeonEditor::DrawRoomGraphics() {
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top_left_y = room_gfx_canvas_.zero_point().y + height * current_block;
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}
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room_gfx_canvas_.draw_list()->AddImage(
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(void*)graphics_bin_[block].texture(),
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(ImTextureID)(intptr_t)graphics_bin_[block].texture(),
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ImVec2(room_gfx_canvas_.zero_point().x + 2, top_left_y),
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ImVec2(room_gfx_canvas_.zero_point().x + 0x100,
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room_gfx_canvas_.zero_point().y + offset));
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