using StgSharp.Logic; using StgSharp.Math; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace StgSharp.Graphics { internal class GLonTimeout : IglFunc { FrameTimeoutException refreshSIgnal = new FrameTimeoutException(); FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout"); private static readonly GLonTimeout singleInstance = new GLonTimeout(); private GLonTimeout() { } internal static GLonTimeout Set() { return singleInstance; } void IglFunc.ActiveTexture(uint type) { throw signal; } void IglFunc.AfterAlign(Form form, Action action) { throw signal; } void IglFunc.AlignFrame(Form form) { throw signal; } void IglFunc.AttachShader(uint program, uint shader) { throw signal; } void IglFunc.BindBuffer(BufferType bufferType, uint index) { throw signal; } void IglFunc.BindTexture(uint type, uint texture) { throw signal; } void IglFunc.BindVertexArray(uint index) { throw signal; } void IglFunc.Clear(MaskBufferBit mask) { throw signal; } void IglFunc.ClearColor(float R, float G, float B, float A) { throw signal; } void IglFunc.ClearGraphicError() { throw signal; } uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType) { throw signal; } uint IglFunc.CreateProgram() { throw signal; } IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share) { throw signal; } uint IglFunc.CreatGraphicProgram() { throw signal; } unsafe void IglFunc.DeleteBuffers(int count, uint* ptr) { throw signal; } unsafe void IglFunc.DeleteVertexArrays(int count, uint* ptr) { throw signal; } void IglFunc.DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr) { throw signal; } unsafe void IglFunc.GenBuffers(int count, uint* ptr) { throw signal; } unsafe void IglFunc.GenTextures(int count, uint* ptr) { throw signal; } unsafe void IglFunc.GenVertexArrays(int count, uint* ptr) { throw signal; } void IglFunc.GetGraphicError() { throw signal; } unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr) { throw signal; } bool IglFunc.GetWindowShouldClose(Form form) { throw signal; } void IglFunc.MakeContexCurrent(Form form) { throw signal; } void IglFunc.SetBufferData(BufferType bufferType, T bufferData, BufferUsage usage) { throw signal; } void IglFunc.SetBufferData(BufferType bufferType, T[] bufferArray, BufferUsage usage) { throw signal; } void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler) { throw signal; } void IglFunc.SetValue(Uniform uniform, float v0, float v1, float v2, float v3) { throw signal; } void IglFunc.SetValue(Uniform uniform, Vec4d vec) { throw signal; } void IglFunc.SetValue(Uniform uniform, float v0, float v1, float v2) { throw signal; } void IglFunc.SetValue(Uniform uniform, float v0, float v1) { throw signal; } void IglFunc.SetValue(Uniform uniform, float v0) { throw signal; } void IglFunc.SetValue(Uniform uniform, int i0) { throw signal; } void IglFunc.SetValue(Uniform uniform, Vec4d vec) { throw signal; } void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer) { throw signal; } void IglFunc.SwapBuffers(Form form) { throw signal; } unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels) { throw signal; } void IglFunc.TextureParameter(uint target, uint pname, int param) { throw signal; } void IglFunc.UseProgram(uint program) { throw signal; } void IglFunc.Viewport(int x, int y, int width, int height) { throw signal; } } }