using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Forms; using System.Drawing; using System.IO; namespace OpenRa.Gl { public class GraphicsDevice { public GraphicsDevice(Control host, int width, int height, bool fullscreen, bool vsync) { } public void EnableScissor(int left, int top, int width, int height) { } public void DisableScissor() { } public void Begin() { } public void End() { } public void Clear(Color c) { } public void Present() { } public void DrawIndexedPrimitives(PrimitiveType pt, Range vertices, Range indices) { } public void DrawIndexedPrimitives(PrimitiveType pt, int numVerts, int numPrimitives) { } } public struct Range { public Range(T start, T end) { } } public class VertexBuffer where T : struct { public VertexBuffer(GraphicsDevice dev, int size, VertexFormat fmt) { } public void SetData(T[] data) { } public void Bind() { } } public class IndexBuffer { public IndexBuffer(GraphicsDevice dev, int size) { } public void SetData(ushort[] data) { } public void Bind() { } } public class Shader { public Shader(GraphicsDevice dev, Stream s) { } public ShaderQuality Quality { get; set; } public void Render(Action a) { } public void SetValue(string param, Texture texture) { } public void SetValue(string param, T t) where T : struct { } public void Commit() { } } public class Texture { public Texture(GraphicsDevice dev, Bitmap bitmap) { } public void SetData(Bitmap bitmap) { } } [Flags] public enum VertexFormat { Position, Texture2 } public enum ShaderQuality { Low, Medium, High } public enum PrimitiveType { PointList, LineList, TriangleList } }