using StgSharp.Logic; using StgSharp.Math; using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace StgSharp.Graphics { internal class GLonTimeout : IglFunc { private static readonly GLonTimeout singleInstance = new GLonTimeout(); private FrameTimeoutException refreshSIgnal = new FrameTimeoutException(); private FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout"); private GLonTimeout() { } unsafe GLcontext* IglFunc.Context => throw signal; 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(glHandle program, glHandle shader) => throw signal; void IglFunc.BindBuffer(BufferType bufferType, glHandle handle) => throw signal; void IglFunc.BindTexture(uint type, glHandle texture) => throw signal; void IglFunc.BindVertexArray(glHandle handle) => 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; public void CompileShader(glHandle shaderhandle) { throw signal; } glHandle IglFunc.CreateProgram() => throw signal; glHandleSet IglFunc.CreateProgram(int count) => throw signal; glHandleSet IglFunc.CreateShaderSet(int count, StgSharp.Graphics.ShaderType type) => throw signal; IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share) => throw signal; glHandle IglFunc.CreatGraphicProgram() => throw signal; void IglFunc.DeleteBuffer(glHandle handle) => throw signal; void IglFunc.DeleteBuffers(glHandleSet handle) => throw signal; void IglFunc.DeleteVertexArrays(glHandleSet handle) => throw signal; void IglFunc.DrawElements(GepmetryType mode, uint count, TypeCode type, IntPtr ptr) => throw signal; glHandleSet IglFunc.GenBuffers(int count) => throw signal; glHandleSet IglFunc.GenTextures(int count) => throw signal; glHandleSet IglFunc.GenVertexArrays(int count) => throw signal; unsafe glSHandle IglFunc.GetUniformLocation(glHandle program, string name) => throw signal; bool IglFunc.GetWindowShouldClose(Form form) => throw signal; void IglFunc.LoadShaderSource(glHandle shaderHandle, string codeStream) { 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.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, TypeCode t, bool normalized, uint stride, int pointer) => throw signal; void IglFunc.SwitchContext() { throw signal; } unsafe void IglFunc.TextureImage2d(int target, int level, uint internalformat, uint width, uint height, uint format, uint type, glHandle pixels) => throw signal; void IglFunc.TextureParameter(int target, uint pname, int param) => throw signal; void IglFunc.UseProgram(glHandle program) => throw signal; void IglFunc.Viewport(int x, int y, uint width, uint height) => throw signal; internal static GLonTimeout Set() => singleInstance; } }