Refactor ImTextureID casting for SDL_Texture rendering
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@@ -11,10 +11,10 @@
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#include "app/gfx/scad_format.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "app/gui/modules/asset_browser.h"
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#include "app/gui/canvas.h"
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#include "app/gui/color.h"
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#include "app/gui/input.h"
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#include "app/gui/modules/asset_browser.h"
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#include "app/gui/style.h"
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#include "app/rom.h"
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#include "imgui/imgui.h"
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@@ -215,7 +215,7 @@ absl::Status GraphicsEditor::UpdateGfxSheetList() {
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if (value.is_active()) {
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auto texture = value.texture();
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graphics_bin_canvas_.draw_list()->AddImage(
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(void*)texture,
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(ImTextureID)(intptr_t)texture,
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ImVec2(graphics_bin_canvas_.zero_point().x + 2,
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graphics_bin_canvas_.zero_point().y + 2),
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ImVec2(graphics_bin_canvas_.zero_point().x +
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@@ -712,7 +712,8 @@ absl::Status GraphicsEditor::DrawClipboardImport() {
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if (Button("Paste From Clipboard")) {
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const char* text = ImGui::GetClipboardText();
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if (text) {
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const auto clipboard_data = std::vector<uint8_t>(text, text + strlen(text));
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const auto clipboard_data =
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std::vector<uint8_t>(text, text + strlen(text));
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ImGui::MemFree((void*)text);
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status_ = temp_rom_.LoadFromBytes(clipboard_data);
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is_open_ = true;
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