ImGui: Use safe strcat/scanf on MSVC
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@ -63,10 +63,6 @@
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// ES 3.0 300 "#version 300 es" = WebGL 2.0
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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@ -126,8 +122,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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#ifndef _MSC_VER
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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#else
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strncpy_s(g_GlslVersionString, sizeof(g_GlslVersionString), glsl_version, _TRUNCATE);
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strncat_s(g_GlslVersionString, sizeof(g_GlslVersionString), "\n", _TRUNCATE);
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#endif
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return ImGui_ImplOpenGL3_CreateDeviceObjects();
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}
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@ -363,7 +364,11 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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// Parse GLSL version string
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int glsl_version = 130;
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#ifndef _MSC_VER
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sscanf(g_GlslVersionString, "#version %d", &glsl_version);
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#else
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sscanf_s(g_GlslVersionString, "#version %d", &glsl_version);
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#endif
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const GLchar* vertex_shader_glsl_120 =
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"uniform mat4 ProjMtx;\n"
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