chore: updated README.md
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README.md
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README.md
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# Clay SDL3 Template
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# Dice GUI
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## Using Template
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A simple dice rolling GUI app using Clay for layout, Ceramic elements and SDL3 rendering.
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### Just use [`just`](https://just.systems/man/en/)
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# Compiling
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Run `just set-project-name {project name}` first.
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Either `git clone --recursive` or remember to `git submodule update --init --recursive`. Then `cmake -S. -Bbuild` and `cmake --build build`. Which compiles `bin/dice-gui`, which you can run.
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And remember to `git remote set-url origin {repo}`.
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# Code Standards
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### Otherwise
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Modify the CMakeLists.txt manually, just replace CHANGEME with whatever your binary should be called.
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## Compiling
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> Remember to `git submodule update --init --recursive`!
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### Just again
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`just configure` runs cmake configuration and generates a `compile_commands.json`.
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`just build` runs the cmake build.
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### CMake works too, I guess
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`cmake -S. -Bbuild`
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`cmake --build build`
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Same as always
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## Files
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### thread_pool.h/cpp
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Thread pool used for parallel GoL generation ticking.
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### application.h/cpp
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UI and layout logic.
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### style.h/cpp
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Reusable UI styling
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### resources.h/cpp
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Font loading.
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### elements.h/cpp
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Reusable UI elements
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### input.h/cpp
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Handling of input events.
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### main.cpp:
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Entrypoint, setup, and main application loop.
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## Prerequisites
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* CMake 3.21 or higher
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* Compiler capable of C++23 and C23.
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## Dependencies
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### SDL3
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Included as git submodule at `vendor/SDL3/` and dynamically linked.
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### SDL3_ttf
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Included as git submodule at `vendor/SDL3_ttf/` and dynamically linked.
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### Clay
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Included as files in `vendor/clay/clay.h`; Single header library.
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### Clay SDL3 renderer
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Included as files in `vendor/renderer/` and compiled as part of the project.
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> Note: Mildly modified from the official Clay_SDL3_renderer to enable more advanced styling.
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## Code Standards
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* Keep program structure as simple as possible. No `class Application {` class or other Java-isms. Prefer namespaces with static lifetime variables.
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* Keep program structure as simple as possible. No `class Application` or other Java-isms. Prefer namespaces with static lifetime variables.
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* Use STL where possible. Don't reinvent the wheel.
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@ -98,7 +18,7 @@ Included as files in `vendor/renderer/` and compiled as part of the project.
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* In class member functions, always use `this->` to access member variables.
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* const applies to the name to it's left, so it goes after the type, not `const int x;` but `int const x`.
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* `const` applies to the name to it's left, so it goes after the type, not `const int x;` but `int const x`.
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* \* and & flush with the declaration name. `Type const &Function(Type &inRef)`
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