Refactor ImTextureID casting for SDL_Texture rendering

This commit is contained in:
scawful
2024-10-09 01:59:15 -04:00
parent 0b1387bb49
commit e8e6ab00bf
7 changed files with 45 additions and 44 deletions

View File

@@ -1,17 +1,17 @@
#ifndef YAZE_APP_CORE_STYLE_H
#define YAZE_APP_CORE_STYLE_H
#include "ImGuiColorTextEdit/TextEditor.h"
#include "imgui/imgui.h"
#include "imgui/misc/cpp/imgui_stdlib.h"
#include <functional>
#include <vector>
#include "ImGuiColorTextEdit/TextEditor.h"
#include "absl/status/status.h"
#include "absl/strings/string_view.h"
#include "app/core/constants.h"
#include "app/gfx/bitmap.h"
#include "imgui/imgui.h"
#include "imgui/misc/cpp/imgui_stdlib.h"
namespace yaze {
namespace app {
@@ -72,7 +72,7 @@ class BitmapViewer {
const gfx::Bitmap& current_bitmap = bitmaps[current_bitmap_index_];
// Assuming Bitmap has a function to get its texture ID, and width and
// height.
ImTextureID tex_id = current_bitmap.texture();
ImTextureID tex_id = (ImTextureID)(intptr_t)current_bitmap.texture();
ImVec2 size(current_bitmap.width() * scale,
current_bitmap.height() * scale);
// ImGui::Image(tex_id, size);