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Examples: Cast to ImTextureID instead of void* when assigning to TexId. Applied to all examples. (#2015)
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10 changed files with 17 additions and 14 deletions
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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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