macrosoft3dpinball/SpaceCadetPinball/imgui_sdl.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

18 lines
768 B
C++

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