//! initalizes the font texture void Renderer::initFontTexture() { unsigned char* pixels; int width, height; ImGui::GetIO().Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); mFontTexture = gl::Texture::create( pixels, GL_RGBA, width, height, gl::Texture::Format().magFilter(GL_LINEAR).minFilter(GL_LINEAR) ); ImGui::GetIO().Fonts->ClearTexData(); ImGui::GetIO().Fonts->TexID = (void *)(intptr_t) mFontTexture->getId(); }
bool ImageButton( const ci::gl::Texture2dRef &texture, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) { return ImageButton( (void*)(intptr_t) texture->getId(), size, uv0, uv1, frame_padding, bg_col, tint_col ); }
// Cinder Helpers void Image( const ci::gl::Texture2dRef &texture, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col ) { Image( (void*)(intptr_t) texture->getId(), size, uv0, uv1, tint_col, border_col ); }