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https://github.com/k4zmu2a/SpaceCadetPinball.git
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@ -5,4 +5,6 @@ class EmbeddedData
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{
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public:
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static const char PB_MSGFT_bin_compressed_data_base85[5380 + 1];
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static const unsigned int SDL_GameControllerDB_compressed_data[63392 / 4];
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static const unsigned int SDL_GameControllerDB_compressed_size;
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};
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@ -2884,6 +2884,7 @@ struct ImFontAtlas
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//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
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// Compressed base85 is useful for more than embedded TTF
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static char* DecompressCompressedBase85Data(const char* compressed_data_base85); // 'compressed_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
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static char* DecompressCompressedStbData(const unsigned int* compressed_data_stb, unsigned int compressed_data_size, unsigned int& decompressed_size);
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};
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// Font runtime data and rendering
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@ -4180,4 +4180,12 @@ char* ImFontAtlas::DecompressCompressedBase85Data(const char* compressed_data_ba
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return (char*)buf_decompressed_data;
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}
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char* ImFontAtlas::DecompressCompressedStbData(const unsigned int* compressed_data_stb, unsigned int compressed_data_size, unsigned int& decompressed_size)
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{
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decompressed_size = stb_decompress_length((const unsigned char*)compressed_data_stb);
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unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(decompressed_size);
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stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_data_stb, (unsigned int)compressed_data_size);
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return (char*)buf_decompressed_data;
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}
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#endif // #ifndef IMGUI_DISABLE
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@ -2,6 +2,7 @@
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#include "winmain.h"
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#include "control.h"
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#include "EmbeddedData.h"
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#include "fullscrn.h"
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#include "midi.h"
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#include "options.h"
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@ -131,6 +132,23 @@ int winmain::WinMain(LPCSTR lpCmdLine)
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mixOpened = true;
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}
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{
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// Load SDL Game Controller definitions from DB
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unsigned decompressedSize{};
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const auto controllerDb = ImFontAtlas::DecompressCompressedStbData(
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EmbeddedData::SDL_GameControllerDB_compressed_data,
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EmbeddedData::SDL_GameControllerDB_compressed_size,
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decompressedSize);
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auto rw = SDL_RWFromMem(controllerDb, decompressedSize);
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const auto added = SDL_GameControllerAddMappingsFromRW(rw, 1);
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IM_FREE(controllerDb);
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if (added < 0)
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{
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printf("Could not load game controller DB.\nSDL Error: %s\n", SDL_GetError());
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SDL_ClearError();
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}
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}
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auto resetAllOptions = strstr(lpCmdLine, "-reset") != nullptr;
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do
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{
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