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Using ImTextureID instead of void* in ImFontAtlas, not sure why I didn't do that earlier, make things more clear

omar 8 years ago
parent
commit
2acbd1ac2d
1 changed files with 2 additions and 2 deletions
  1. 2 2
      imgui.h

+ 2 - 2
imgui.h

@@ -1312,7 +1312,7 @@ struct ImFontAtlas
     // Pitch = Width * BytesPerPixels
     IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
     IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
-    void                        SetTexID(void* id)  { TexID = id; }
+    void                        SetTexID(ImTextureID id)  { TexID = id; }
 
     // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
     // NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
@@ -1325,7 +1325,7 @@ struct ImFontAtlas
 
     // Members
     // (Access texture data via GetTexData*() calls which will setup a default font for you.)
-    void*                       TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
+    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
     unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
     unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
     int                         TexWidth;           // Texture width calculated during Build().