diff --git a/src/frontend-common/imgui_impl_opengl3.cpp b/src/frontend-common/imgui_impl_opengl3.cpp index c7fdb4baa..d9d84bc77 100644 --- a/src/frontend-common/imgui_impl_opengl3.cpp +++ b/src/frontend-common/imgui_impl_opengl3.cpp @@ -63,10 +63,6 @@ // ES 3.0 300 "#version 300 es" = WebGL 2.0 //---------------------------------------- -#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) -#define _CRT_SECURE_NO_WARNINGS -#endif - #include "imgui.h" #include "imgui_impl_opengl3.h" #include @@ -126,8 +122,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); +#ifndef _MSC_VER strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); +#else + strncpy_s(g_GlslVersionString, sizeof(g_GlslVersionString), glsl_version, _TRUNCATE); + strncat_s(g_GlslVersionString, sizeof(g_GlslVersionString), "\n", _TRUNCATE); +#endif return ImGui_ImplOpenGL3_CreateDeviceObjects(); } @@ -363,7 +364,11 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // Parse GLSL version string int glsl_version = 130; +#ifndef _MSC_VER sscanf(g_GlslVersionString, "#version %d", &glsl_version); +#else + sscanf_s(g_GlslVersionString, "#version %d", &glsl_version); +#endif const GLchar* vertex_shader_glsl_120 = "uniform mat4 ProjMtx;\n"