mirror of
https://github.com/Starpelly/raylib-beef.git
synced 2025-03-14 21:06:58 +01:00
Set current culture to invariant so decimal strings don't have commas.
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parent
ab712e871e
commit
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2 changed files with 4 additions and 188 deletions
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@ -3,6 +3,7 @@ using System;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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using System.Globalization;
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namespace RaylibBeefGenerator
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{
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@ -22,6 +23,7 @@ namespace RaylibBeefGenerator
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{ "raylib.json", new ("Raylib", "Raylib") },
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{ "rlgl.json", new("Rlgl", "Rlgl") },
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{ "raymath.json", new("Raymath", "Raymath") }
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//{ "raygui.json", new("Raygui", "Raygui") }
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};
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public struct FileDefinition
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@ -42,6 +44,7 @@ namespace RaylibBeefGenerator
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public static void Main(string[] args)
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{
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Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
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Console.WriteLine($"Generating files at {OutputDir}");
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Console.WriteLine($"...");
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@ -74,6 +77,7 @@ namespace RaylibBeefGenerator
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if (!string.IsNullOrEmpty(define.Description)) AppendLine($"/// {define.Description}");
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var defineType = define.Type.ConvertTypes();
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AppendLine($"public const {defineType} {define.Name.ConvertName()} = {define.Value.ToString()!.ParseValue(defineType)};");
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AppendLine("");
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}
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@ -1,188 +0,0 @@
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using System;
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using System.Interop;
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namespace RaylibBeef;
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[CRepr]
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public struct rlglData
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{
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/// Current render batch
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public rlRenderBatch * currentBatch;
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/// Default internal render batch
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public rlRenderBatch defaultBatch;
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/// Current active render batch vertex counter (generic, used for all batches)
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public int32 vertexCounter;
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/// Current active texture coordinate (added on glVertex*())
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public float texcoordx;
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/// Current active texture coordinate (added on glVertex*())
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public float texcoordy;
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/// Current active normal (added on glVertex*())
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public float normalx;
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/// Current active normal (added on glVertex*())
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public float normaly;
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/// Current active normal (added on glVertex*())
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public float normalz;
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/// Current active color (added on glVertex*())
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public uint8 colorr;
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/// Current active color (added on glVertex*())
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public uint8 colorg;
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/// Current active color (added on glVertex*())
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public uint8 colorb;
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/// Current active color (added on glVertex*())
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public uint8 colora;
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/// Current matrix mode
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public int32 currentMatrixMode;
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/// Current matrix pointer
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public Matrix * currentMatrix;
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/// Default modelview matrix
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public Matrix modelview;
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/// Default projection matrix
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public Matrix projection;
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/// Transform matrix to be used with rlTranslate, rlRotate, rlScale
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public Matrix transform;
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/// Require transform matrix application to current draw-call vertex (if required)
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public bool transformRequired;
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/// Matrix stack for push/pop
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public Matrix[Rlgl.RL_MAX_MATRIX_STACK_SIZE] _stack;
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/// Matrix stack counter
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public int32 stackCounter;
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/// Default texture used on shapes/poly drawing (required by shader)
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public int32 defaultTextureId;
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/// Active texture ids to be enabled on batch drawing (0 active by default)
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public int32[Rlgl.RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS] activeTextureId;
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/// Default vertex shader id (used by default shader program)
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public int32 defaultVShaderId;
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/// Default fragment shader id (used by default shader program)
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public int32 defaultFShaderId;
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/// Default shader program id, supports vertex color and diffuse texture
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public int32 defaultShaderId;
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/// Default shader locations pointer to be used on rendering
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public int32 * defaultShaderLocs;
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/// Current shader id to be used on rendering (by default, defaultShaderId)
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public int32 currentShaderId;
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/// Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
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public int32 * currentShaderLocs;
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/// Stereo rendering flag
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public bool stereoRender;
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/// VR stereo rendering eyes projection matrices
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public Matrix[2] projectionStereo;
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/// VR stereo rendering eyes view offset matrices
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public Matrix[2] viewOffsetStereo;
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/// Blending mode active
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public int32 currentBlendMode;
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/// Blending source factor
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public int32 glBlendSrcFactor;
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/// Blending destination factor
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public int32 glBlendDstFactor;
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/// Blending equation
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public int32 glBlendEquation;
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/// Blending source RGB factor
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public int32 glBlendSrcFactorRGB;
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/// Blending destination RGB factor
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public int32 glBlendDestFactorRGB;
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/// Blending source alpha factor
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public int32 glBlendSrcFactorAlpha;
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/// Blending destination alpha factor
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public int32 glBlendDestFactorAlpha;
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/// Blending equation for RGB
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public int32 glBlendEquationRGB;
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/// Blending equation for alpha
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public int32 glBlendEquationAlpha;
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/// Custom blending factor and equation modification status
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public bool glCustomBlendModeModified;
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/// Current framebuffer width
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public int32 framebufferWidth;
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/// Current framebuffer height
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public int32 framebufferHeight;
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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)
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{
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this.currentBatch = currentBatch;
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this.defaultBatch = defaultBatch;
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this.vertexCounter = vertexCounter;
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this.texcoordx = texcoordx;
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this.texcoordy = texcoordy;
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this.normalx = normalx;
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this.normaly = normaly;
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this.normalz = normalz;
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this.colorr = colorr;
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this.colorg = colorg;
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this.colorb = colorb;
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this.colora = colora;
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this.currentMatrixMode = currentMatrixMode;
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this.currentMatrix = currentMatrix;
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this.modelview = modelview;
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this.projection = projection;
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this.transform = transform;
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this.transformRequired = transformRequired;
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this._stack = _stack;
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this.stackCounter = stackCounter;
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this.defaultTextureId = defaultTextureId;
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this.activeTextureId = activeTextureId;
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this.defaultVShaderId = defaultVShaderId;
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this.defaultFShaderId = defaultFShaderId;
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this.defaultShaderId = defaultShaderId;
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this.defaultShaderLocs = defaultShaderLocs;
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this.currentShaderId = currentShaderId;
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this.currentShaderLocs = currentShaderLocs;
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this.stereoRender = stereoRender;
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this.projectionStereo = projectionStereo;
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this.viewOffsetStereo = viewOffsetStereo;
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this.currentBlendMode = currentBlendMode;
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this.glBlendSrcFactor = glBlendSrcFactor;
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this.glBlendDstFactor = glBlendDstFactor;
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this.glBlendEquation = glBlendEquation;
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this.glBlendSrcFactorRGB = glBlendSrcFactorRGB;
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this.glBlendDestFactorRGB = glBlendDestFactorRGB;
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this.glBlendSrcFactorAlpha = glBlendSrcFactorAlpha;
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this.glBlendDestFactorAlpha = glBlendDestFactorAlpha;
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this.glBlendEquationRGB = glBlendEquationRGB;
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this.glBlendEquationAlpha = glBlendEquationAlpha;
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this.glCustomBlendModeModified = glCustomBlendModeModified;
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this.framebufferWidth = framebufferWidth;
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this.framebufferHeight = framebufferHeight;
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}
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}
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