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>
18 lines
768 B
C++
18 lines
768 B
C++
#pragma once
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struct ImDrawData;
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struct SDL_Renderer;
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namespace ImGuiSDL
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{
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// Call this to initialize the SDL renderer device that is internally used by the renderer.
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void Initialize(SDL_Renderer* renderer, int windowWidth, int windowHeight);
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// Call this before destroying your SDL renderer or ImGui to ensure that proper cleanup is done. This doesn't do anything critically important though,
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// so if you're fine with small memory leaks at the end of your application, you can even omit this.
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void Deinitialize();
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// Call this every frame after ImGui::Render with ImGui::GetDrawData(). This will use the SDL_Renderer provided to the interfrace with Initialize
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// to draw the contents of the draw data to the screen.
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void Render(ImDrawData* drawData);
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}
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