Add ruby bindings for internal structures, allow better controlled localization
This commit is contained in:
+33
-12
@@ -16,6 +16,7 @@ struct Element {
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Vec2<float> position = {0, 0};
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float rotation = 0;
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Vec2<float> scale = {1, 1};
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float alpha = 1.0f;
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float z = 0;
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bool click_through = false;
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Ruby::Block on_click;
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@@ -56,28 +57,38 @@ struct EImage : Element {
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return;
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int frame_index = (int)((abs_time * animation.frame_rate) / 1000) % animation.frames.size();
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window.draw(animation.frames[frame_index], position, z, rotation, scale);
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window.draw(animation.frames[frame_index], position, z, rotation, scale, alpha);
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}
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};
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struct EText : Element {
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Localization::Key key;
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uint64_t font_id = UINT64_MAX;
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Color color = {255, 255, 255};
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mrb_value params = mrb_nil_value();
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~EText() {
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if (text_id != UINT64_MAX)
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text_pool.release(text_id);
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if (font_id != UINT64_MAX)
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font_pool.release(font_id);
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if (!mrb_nil_p(params))
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mrb_gc_unregister(Ruby::mrb, params);
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}
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Color color = {255, 255, 255, 255};
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EText(Localization::Key key, uint64_t font_id, Color color)
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: Element(Type::TEXT), key(key), font_id(font_id), color(color) {
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EText(Localization::Key key, uint64_t font_id, Color color, mrb_value params)
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: Element(Type::TEXT), key(key), font_id(font_id), color(color), params(params) {
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if (!mrb_nil_p(params))
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mrb_gc_protect(Ruby::mrb, params);
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font_pool.use(font_id);
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}
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void reload_params() {
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// Force re-render by resetting last_key (without affecting this frame)
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// this can be changed to use a dirty flag or version counter if needed
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last_key = UINT16_MAX;
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}
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Vec2<float> size(Window *window) override {
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if (text_id == UINT64_MAX)
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return {0, 0};
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@@ -85,26 +96,32 @@ struct EText : Element {
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};
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void render(Window &window, uint64_t) override {
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if (last_language != Localization::current_language || last_key != key || text_id == UINT64_MAX) {
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std::string localized_str = Localization::get(key);
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if (
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last_language != Localization::current_language
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|| last_key != key || text_id == UINT64_MAX
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|| last_color != color
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) {
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std::string localized_str = Localization::get(Ruby::mrb, key, params);
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if (text_id != UINT64_MAX)
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text_pool.release(text_id);
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text_id = window.create_text(font_id, localized_str.c_str(), localized_str.size(), color);
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last_language = Localization::current_language;
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last_key = key;
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last_color = color;
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}
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window.write(text_id, position, z, rotation, scale);
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window.write(text_id, position, z, rotation, scale, alpha);
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}
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private:
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uint64_t text_id = UINT64_MAX;
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Localization::LanguageCode last_language = UINT_MAX;
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Localization::Key last_key = UINT_MAX;
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Color last_color = color;
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Localization::LanguageCode last_language = UINT32_MAX;
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Localization::Key last_key = UINT16_MAX;
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};
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struct ERect : Element {
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Vec2<float> shape = {0, 0};
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Color color = {255, 255, 255, 255};
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Color color = {255, 255, 255};
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Vec2<float> size(Window *) override {
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return shape;
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};
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@@ -112,7 +129,7 @@ struct ERect : Element {
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ERect(Vec2<float> shape, Color color) : Element(Type::RECT), shape(shape), color(color) {}
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void render(Window &window, uint64_t) override {
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window.draw_rect(Rect::from_size(position, shape), color, z, rotation);
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window.draw_rect(Rect::from_size(position, shape), color, z, rotation, scale, alpha);
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}
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};
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@@ -195,6 +212,10 @@ struct App {
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bool running = true;
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Vec2<float> mouse_position = {-1, -1};
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void exit() {
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running = false;
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}
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void switch_to_scene(uint64_t scene_id) {
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scene_pool.release(current_scene_id);
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scene_pool.use(scene_id);
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+885
-52
File diff suppressed because it is too large
Load Diff
@@ -94,6 +94,8 @@ DEF_SYM(bold)
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DEF_SYM(italic)
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DEF_SYM(underline)
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DEF_SYM(position)
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DEF_SYM(rotation)
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DEF_SYM(scale)
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DEF_SYM(alpha)
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DEF_SYM(fps)
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DEF_SYM(click_through)
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@@ -17,20 +17,87 @@ inline JoinedKey join_keys(LanguageCode lang_code, Key loc_key) {
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return (static_cast<JoinedKey>(lang_code) << 16) | loc_key;
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}
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inline std::unordered_map<JoinedKey, std::string> localized_strings;
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struct Segment {
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bool is_var;
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std::string text;
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};
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inline std::string get(Key key) {
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auto it = localized_strings.find(join_keys(current_language, key));
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if (it != localized_strings.end())
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inline std::unordered_map<JoinedKey, std::vector<Segment>> localized_strings;
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inline std::unordered_map<std::string, mrb_sym> var_sym_cache;
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inline mrb_sym get_var_sym(mrb_state *mrb, const std::string &name) {
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auto it = var_sym_cache.find(name);
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if (it != var_sym_cache.end())
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return it->second;
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for (const auto &[joined, value] : localized_strings) {
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Key k = (Key)(joined & 0xFFFF);
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if (k == key)
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return value;
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mrb_sym sym = mrb_intern_cstr(mrb, name.c_str());
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var_sym_cache[name] = sym;
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return sym;
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}
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inline std::vector<Segment> parse_localized(const std::string &input) {
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std::vector<Segment> out;
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size_t i = 0;
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while (i < input.size()) {
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size_t start = input.find("%{", i);
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if (start == std::string::npos) {
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out.push_back({false, input.substr(i)});
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break;
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}
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if (start > i) {
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out.push_back({false, input.substr(i, start - i)});
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}
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size_t end = input.find("}", start);
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if (end == std::string::npos) {
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// malformed fallback
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out.push_back({false, input.substr(start)});
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break;
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}
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std::string var = input.substr(start + 2, end - (start + 2));
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out.push_back({true, var});
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i = end + 1;
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}
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return "Localization not set!";
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return out;
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}
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inline void set(LanguageCode lang_code, Key key, const std::string &text) {
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localized_strings[join_keys(lang_code, key)] = parse_localized(text);
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}
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inline std::string get(mrb_state *mrb, Key key, mrb_value hash) {
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auto it = localized_strings.find(join_keys(current_language, key));
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if (it == localized_strings.end())
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return "Localization not set!";
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const auto &entry = it->second;
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std::string result;
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result.reserve(10);
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for (const auto &seg : entry) {
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if (!seg.is_var) {
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result += seg.text;
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} else {
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mrb_sym sym = get_var_sym(mrb, seg.text);
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if (mrb_nil_p(hash) || mrb_nil_p(mrb_hash_get(mrb, hash, mrb_symbol_value(sym)))) {
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result += "%{" + seg.text + "}";
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continue;
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}
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mrb_value val = mrb_hash_get(mrb, hash, mrb_symbol_value(sym));
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if (mrb_nil_p(val))
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continue;
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result += mrb_str_to_cstr(mrb, val);
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}
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}
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return result;
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}
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inline LanguageCode lang_from_sym(mrb_state *mrb, mrb_sym sym) {
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@@ -49,6 +116,13 @@ inline LanguageCode lang_from_sym(mrb_state *mrb, mrb_sym sym) {
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return code;
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}
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inline mrb_sym lang_to_sym(mrb_state *mrb, LanguageCode code) {
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char s[5] = {0};
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for (int i = 0; i < 4; ++i)
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s[i] = (code >> (8 * (3 - i))) & 0xFF;
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return mrb_intern_cstr(mrb, s);
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}
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inline Key key_from_sym(mrb_state *mrb, mrb_sym sym) {
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const char *key_name = mrb_sym2name(mrb, sym);
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+5
-1
@@ -9,7 +9,11 @@
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#define UNUSED(x) (void)(x)
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struct Color {
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uint8_t r, g, b = 0, a = 255;
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uint8_t r, g, b = 0;
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bool operator!=(const Color &other) const {
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return r != other.r || g != other.g || b != other.b;
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}
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};
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template <typename T>
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@@ -83,8 +83,6 @@ struct Event {
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struct Animation {
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std::vector<uint64_t> frames;
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float frame_rate;
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bool loop;
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int reference_count = 0;
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~Animation() {
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for (uint64_t frame_id : frames)
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@@ -104,20 +102,20 @@ public:
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~Window();
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// Rendering functions
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uint64_t load_image(const char *path, float alpha = 1.0f, bool pixel_art = false);
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uint64_t load_image(const char *path, bool pixel_art);
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Vec2<float> get_image_size(uint64_t image_id);
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uint64_t load_font(const char *path, int font_size, bool bold = false, bool italic = false, bool underline = false, bool pixel_art = false);
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uint64_t load_font(const char *path, int font_size, bool bold, bool italic, bool underline, bool pixel_art);
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// text is copied internally, so it can be free'd by the caller after the text is created.
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uint64_t create_text(uint64_t font_id, const char *text, uint32_t length, Color color);
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Vec2<float> get_text_size(uint64_t text_id);
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bool write(uint64_t text_id, Vec2<float> position, float z, float angle = 0.0f, Vec2<float> scale = {1.0f, 1.0f});
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bool write(uint64_t text_id, Vec2<float> position, float z, float angle, Vec2<float> scale, float alpha);
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bool draw(uint64_t image_id, Vec2<float> position, float z, float angle = 0.0f, Vec2<float> scale = {1.0f, 1.0f});
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bool draw(uint64_t image_id, Vec2<float> position, float z, float angle, Vec2<float> scale, float alpha);
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bool draw_rect(Rect rect, Color color, float z, float angle = 0.0f);
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bool draw_rect(Rect rect, Color color, float z, float angle, Vec2<float> scale, float alpha);
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void render(); // the rest of the calls only build the instruction list, this actually renders everything added to the screen (following z order)
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@@ -170,6 +168,7 @@ private:
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float z;
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float angle;
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Vec2<float> scale;
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float alpha;
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union {
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struct {
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