macrosoft3dpinball/SpaceCadetPinball/TTableLayer.h
type-two b671975742 Vendor SpaceCadetPinball, build for Apple Silicon
Reverse-engineered reimplementation of 3D Pinball for Windows - Space Cadet
from k4zmu2a/SpaceCadetPinball (MIT), upstream cb9b7b8, vendored rather than
submoduled so local patches are just edits.

- CMakeLists: stop hard-setting CMAKE_OSX_ARCHITECTURES so the documented -D
  override works; brew's SDL2 is arm64-only and universal linking failed.
- gitignore original .DAT/.MID assets, which are not ours to redistribute.
- CLAUDE.md: build line, upstream deviation, and where game data goes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 19:05:12 +10:00

35 lines
790 B
C++

#pragma once
#include "TCollisionComponent.h"
#include "TEdgeManager.h"
struct circle_type;
class TPinballTable;
class TEdgeManager;
struct gdrv_bitmap8;
class TTableLayer :
public TCollisionComponent
{
public:
TTableLayer(TPinballTable* table);
~TTableLayer() override;
int FieldEffect(TBall* ball, vector2* vecDst) override;
static void edges_insert_square(float y0, float x0, float y1, float x1, TEdgeSegment* edge,
field_effect_type* field);
static void edges_insert_circle(circle_type* circle, TEdgeSegment* edge, field_effect_type* field);
gdrv_bitmap8* VisBmp;
float XMin;
float YMin;
float XMax;
float YMax;
float GraityDirX;
float GraityDirY;
float GraityMult;
field_effect_type Field{};
static TEdgeManager* edge_manager;
};