macrosoft3dpinball/SpaceCadetPinball/zdrv.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

31 lines
1.1 KiB
C++

#pragma once
#include "gdrv.h"
struct zmap_header_type
{
zmap_header_type(int width, int height, int stride);
~zmap_header_type();
int Width;
int Height;
int Stride;
unsigned Resolution;
uint16_t* ZPtr1;
SDL_Texture* Texture;
private:
static int pad(int width);
};
class zdrv
{
public:
static void fill(zmap_header_type* zmap, int width, int height, int xOff, int yOff, uint16_t fillWord);
static void paint(int width, int height, gdrv_bitmap8* dstBmp, int dstBmpXOff, int dstBmpYOff,
zmap_header_type* dstZMap, int dstZMapXOff, int dstZMapYOff, gdrv_bitmap8* srcBmp, int srcBmpXOff,
int srcBmpYOff, zmap_header_type* srcZMap, int srcZMapXOff, int srcZMapYOff);
static void paint_flat(int width, int height, gdrv_bitmap8* dstBmp, int dstBmpXOff, int dstBmpYOff,
zmap_header_type* zMap, int dstZMapXOff, int dstZMapYOff, gdrv_bitmap8* srcBmp,
int srcBmpXOff, int srcBmpYOff, uint16_t depth);
static void CreatePreview(zmap_header_type& zMap);
static void FlipZMapHorizontally(const zmap_header_type& zMap);
};