#ifndef __sgDefs__ #define __sgDefs__ #define SG_PLATFORM_WINDOWS 0 #define SG_PLATFORM_MAC 1 #define SG_PLATFORM_IOS 2 #define SG_CURRENT_PLATFORM SG_PLATFORM_WINDOWS #if (SG_CURRENT_PLATFORM==SG_PLATFORM_WINDOWS) #ifndef sgCore_API #define sgCore_API __declspec(dllimport) #else #undef sgCore_API #define sgCore_API __declspec(dllexport) #endif #else #define sgCore_API #endif // ROBLOX change //#if (SG_CURRENT_PLATFORM!=SG_PLATFORM_IOS) //typedef double sgFloat; typedef float sgFloat; typedef struct { sgFloat x; sgFloat y; sgFloat z; } SG_POINT; typedef struct { sgFloat x; sgFloat y; sgFloat z; sgFloat r; sgFloat g; sgFloat b; } SG_VERT; #define SG_VECTOR SG_POINT typedef struct { SG_POINT p1; SG_POINT p2; } SG_LINE; typedef void* SG_OBJ_HANDLE; typedef void(*SG_DRAW_LINE_FUNC)(SG_POINT*,SG_POINT*); struct SG_USER_DYNAMIC_DATA { virtual void Finalize() =0; }; void* sgPrivateAccess(int, void*, void*); #define PRIVATE_ACCESS friend void* sgPrivateAccess(int, void*, void*); #endif