railroader-setons-special-s.../native/src/d3d11_renderer.h
seton a1fcf01125 Initial commit: S3 - Seton's Special Sauce v0.2.0
Consolidates two standalone Railroader mods into one UMM "everything mod"
with an optional-module framework. Modules are disabled by default and
toggled per-module from the S3 settings page.

Core framework:
- IModule contract plus ModuleRegistry, with each module owning a Harmony
  instance scoped by its id so only enabled modules patch the game
- Per-module flat JSON settings (SettingsStore). On this Mono runtime
  JsonUtility silently drops nested custom-class fields, so settings stay flat
- Foldout-per-module settings panel plus a detector that offers to disable the
  old standalone mods if they are still installed

Modules (moved over to parity, verified in-game):
- Physics Optimizer (was RailroaderPhysicsOverhaul): LOD fast-path and
  auto-freeze, profiler overlay, debug car tinting, /rpf console commands
- Map Popout (was RRPopout): native map detach window. Pure-UMM install that
  drops the winhttp proxy and LoadLibrary's RRPopout.dll from the mod folder.
  Native Win32 + D3D11 + Dear ImGui engine included. Fixes a latent break where
  the now-private MapBuilder.UpdateForZoom() is reached via Traverse.

Build: dotnet for the managed assembly (netstandard2.1) and CMake for the
native DLL. build-local.ps1 installs into the game, build-release.ps1 packages
the UMM drag-install zip.
2026-06-17 14:17:41 -04:00

15 lines
559 B
C

#pragma once
#include "popout_window.h"
// Called from exports.cpp (render thread only)
void Renderer_OnDeviceInit(ID3D11Device* device);
void Renderer_OnDeviceShutdown();
// Creates/recreates the swapchain for a window. Safe to call from render thread.
bool Renderer_EnsureSwapchain(PopoutWindow* win);
// Releases swapchain resources. Called from WM_DESTROY on the pump thread.
void Renderer_ReleaseSwapchain(PopoutWindow* win);
// Blits pendingTexture into the swapchain and calls Present. Render thread only.
void Renderer_Present(PopoutWindow* win);