Add ruby bindings for internal structures, allow better controlled localization
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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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