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