Set current culture to invariant so decimal strings don't have commas.

This commit is contained in:
EnokViking 2024-01-16 10:15:40 +01:00
parent ab712e871e
commit 7335f4b008
2 changed files with 4 additions and 188 deletions

View file

@ -3,6 +3,7 @@ using System;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.Globalization;
namespace RaylibBeefGenerator
{
@ -22,6 +23,7 @@ namespace RaylibBeefGenerator
{ "raylib.json", new ("Raylib", "Raylib") },
{ "rlgl.json", new("Rlgl", "Rlgl") },
{ "raymath.json", new("Raymath", "Raymath") }
//{ "raygui.json", new("Raygui", "Raygui") }
};
public struct FileDefinition
@ -42,6 +44,7 @@ namespace RaylibBeefGenerator
public static void Main(string[] args)
{
Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
Console.WriteLine($"Generating files at {OutputDir}");
Console.WriteLine($"...");
@ -74,6 +77,7 @@ namespace RaylibBeefGenerator
if (!string.IsNullOrEmpty(define.Description)) AppendLine($"/// {define.Description}");
var defineType = define.Type.ConvertTypes();
AppendLine($"public const {defineType} {define.Name.ConvertName()} = {define.Value.ToString()!.ParseValue(defineType)};");
AppendLine("");
}

View file

@ -1,188 +0,0 @@
using System;
using System.Interop;
namespace RaylibBeef;
[CRepr]
public struct rlglData
{
/// Current render batch
public rlRenderBatch * currentBatch;
/// Default internal render batch
public rlRenderBatch defaultBatch;
/// Current active render batch vertex counter (generic, used for all batches)
public int32 vertexCounter;
/// Current active texture coordinate (added on glVertex*())
public float texcoordx;
/// Current active texture coordinate (added on glVertex*())
public float texcoordy;
/// Current active normal (added on glVertex*())
public float normalx;
/// Current active normal (added on glVertex*())
public float normaly;
/// Current active normal (added on glVertex*())
public float normalz;
/// Current active color (added on glVertex*())
public uint8 colorr;
/// Current active color (added on glVertex*())
public uint8 colorg;
/// Current active color (added on glVertex*())
public uint8 colorb;
/// Current active color (added on glVertex*())
public uint8 colora;
/// Current matrix mode
public int32 currentMatrixMode;
/// Current matrix pointer
public Matrix * currentMatrix;
/// Default modelview matrix
public Matrix modelview;
/// Default projection matrix
public Matrix projection;
/// Transform matrix to be used with rlTranslate, rlRotate, rlScale
public Matrix transform;
/// Require transform matrix application to current draw-call vertex (if required)
public bool transformRequired;
/// Matrix stack for push/pop
public Matrix[Rlgl.RL_MAX_MATRIX_STACK_SIZE] _stack;
/// Matrix stack counter
public int32 stackCounter;
/// Default texture used on shapes/poly drawing (required by shader)
public int32 defaultTextureId;
/// Active texture ids to be enabled on batch drawing (0 active by default)
public int32[Rlgl.RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS] activeTextureId;
/// Default vertex shader id (used by default shader program)
public int32 defaultVShaderId;
/// Default fragment shader id (used by default shader program)
public int32 defaultFShaderId;
/// Default shader program id, supports vertex color and diffuse texture
public int32 defaultShaderId;
/// Default shader locations pointer to be used on rendering
public int32 * defaultShaderLocs;
/// Current shader id to be used on rendering (by default, defaultShaderId)
public int32 currentShaderId;
/// Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
public int32 * currentShaderLocs;
/// Stereo rendering flag
public bool stereoRender;
/// VR stereo rendering eyes projection matrices
public Matrix[2] projectionStereo;
/// VR stereo rendering eyes view offset matrices
public Matrix[2] viewOffsetStereo;
/// Blending mode active
public int32 currentBlendMode;
/// Blending source factor
public int32 glBlendSrcFactor;
/// Blending destination factor
public int32 glBlendDstFactor;
/// Blending equation
public int32 glBlendEquation;
/// Blending source RGB factor
public int32 glBlendSrcFactorRGB;
/// Blending destination RGB factor
public int32 glBlendDestFactorRGB;
/// Blending source alpha factor
public int32 glBlendSrcFactorAlpha;
/// Blending destination alpha factor
public int32 glBlendDestFactorAlpha;
/// Blending equation for RGB
public int32 glBlendEquationRGB;
/// Blending equation for alpha
public int32 glBlendEquationAlpha;
/// Custom blending factor and equation modification status
public bool glCustomBlendModeModified;
/// Current framebuffer width
public int32 framebufferWidth;
/// Current framebuffer height
public int32 framebufferHeight;
public this(rlRenderBatch * currentBatch, rlRenderBatch defaultBatch, int32 vertexCounter, float texcoordx, float texcoordy, float normalx, float normaly, float normalz, uint8 colorr, uint8 colorg, uint8 colorb, uint8 colora, int32 currentMatrixMode, Matrix * currentMatrix, Matrix modelview, Matrix projection, Matrix transform, bool transformRequired, Matrix[Rlgl.RL_MAX_MATRIX_STACK_SIZE] _stack, int32 stackCounter, int32 defaultTextureId, int32[Rlgl.RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS] activeTextureId, int32 defaultVShaderId, int32 defaultFShaderId, int32 defaultShaderId, int32 * defaultShaderLocs, int32 currentShaderId, int32 * currentShaderLocs, bool stereoRender, Matrix[2] projectionStereo, Matrix[2] viewOffsetStereo, int32 currentBlendMode, int32 glBlendSrcFactor, int32 glBlendDstFactor, int32 glBlendEquation, int32 glBlendSrcFactorRGB, int32 glBlendDestFactorRGB, int32 glBlendSrcFactorAlpha, int32 glBlendDestFactorAlpha, int32 glBlendEquationRGB, int32 glBlendEquationAlpha, bool glCustomBlendModeModified, int32 framebufferWidth, int32 framebufferHeight)
{
this.currentBatch = currentBatch;
this.defaultBatch = defaultBatch;
this.vertexCounter = vertexCounter;
this.texcoordx = texcoordx;
this.texcoordy = texcoordy;
this.normalx = normalx;
this.normaly = normaly;
this.normalz = normalz;
this.colorr = colorr;
this.colorg = colorg;
this.colorb = colorb;
this.colora = colora;
this.currentMatrixMode = currentMatrixMode;
this.currentMatrix = currentMatrix;
this.modelview = modelview;
this.projection = projection;
this.transform = transform;
this.transformRequired = transformRequired;
this._stack = _stack;
this.stackCounter = stackCounter;
this.defaultTextureId = defaultTextureId;
this.activeTextureId = activeTextureId;
this.defaultVShaderId = defaultVShaderId;
this.defaultFShaderId = defaultFShaderId;
this.defaultShaderId = defaultShaderId;
this.defaultShaderLocs = defaultShaderLocs;
this.currentShaderId = currentShaderId;
this.currentShaderLocs = currentShaderLocs;
this.stereoRender = stereoRender;
this.projectionStereo = projectionStereo;
this.viewOffsetStereo = viewOffsetStereo;
this.currentBlendMode = currentBlendMode;
this.glBlendSrcFactor = glBlendSrcFactor;
this.glBlendDstFactor = glBlendDstFactor;
this.glBlendEquation = glBlendEquation;
this.glBlendSrcFactorRGB = glBlendSrcFactorRGB;
this.glBlendDestFactorRGB = glBlendDestFactorRGB;
this.glBlendSrcFactorAlpha = glBlendSrcFactorAlpha;
this.glBlendDestFactorAlpha = glBlendDestFactorAlpha;
this.glBlendEquationRGB = glBlendEquationRGB;
this.glBlendEquationAlpha = glBlendEquationAlpha;
this.glCustomBlendModeModified = glCustomBlendModeModified;
this.framebufferWidth = framebufferWidth;
this.framebufferHeight = framebufferHeight;
}
}