- Made private methods static where possible (runtime can elide checking the object for null). - Declared attribute classes as sealed (allows reflection on attributes to complete faster). - Moved some static cctor's into field initializers (static cctor's are slower than static field initializers). - Made classes static if they contained only static methods (can't create instances of useless objects). - Use inferable Exts.Lazy and not new Lazy<T>(). - Added required STAThread attribute to CrashDialog. - Removed unused parameters in private methods. - Added Serializable attribute to exceptions. - Added parameter name in calls to ArgumentNullException. - Use of as operator instead of is + cast. - Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences. - Removed unused method in NullShader.
99 lines
2.8 KiB
C#
99 lines
2.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Drawing;
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using OpenRA;
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using OpenRA.Graphics;
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[assembly: Renderer(typeof(OpenRA.Renderer.Null.DeviceFactory))]
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namespace OpenRA.Renderer.Null
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{
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public class DeviceFactory : IDeviceFactory
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{
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public IGraphicsDevice Create(Size size, WindowMode windowMode)
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{
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return new NullGraphicsDevice(size, windowMode);
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}
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}
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public class NullGraphicsDevice : IGraphicsDevice
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{
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public Size WindowSize { get; internal set; }
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public NullGraphicsDevice(Size size, WindowMode window)
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{
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Console.WriteLine("Using Null renderer");
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WindowSize = size;
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}
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public void Quit() { }
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public void EnableScissor(int left, int top, int width, int height) { }
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public void DisableScissor() { }
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public void EnableDepthBuffer() { }
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public void DisableDepthBuffer() { }
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public void SetBlendMode(BlendMode mode) { }
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public void Clear() { }
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public void Present() { }
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public void PumpInput(IInputHandler ih)
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{
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Game.HasInputFocus = false;
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ih.ModifierKeys(Modifiers.None);
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}
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public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices) { }
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public void SetLineWidth(float width) { }
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public IVertexBuffer<Vertex> CreateVertexBuffer(int size) { return new NullVertexBuffer<Vertex>(); }
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public ITexture CreateTexture() { return new NullTexture(); }
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public ITexture CreateTexture(Bitmap bitmap) { return new NullTexture(); }
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public IFrameBuffer CreateFrameBuffer(Size s) { return new NullFrameBuffer(); }
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public IShader CreateShader(string name) { return new NullShader(); }
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}
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public class NullShader : IShader
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{
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public void SetVec(string name, float x) { }
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public void SetVec(string name, float x, float y) { }
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public void SetVec(string name, float[] vec, int length) { }
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public void SetTexture(string param, ITexture texture) { }
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public void SetMatrix(string param, float[] mtx) { }
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public void Render(Action a) { }
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}
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public class NullTexture : ITexture
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{
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public void SetData(Bitmap bitmap) { }
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public void SetData(uint[,] colors) { }
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public void SetData(byte[] colors, int width, int height) { }
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public byte[] GetData() { return new byte[0]; }
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public Size Size { get { return new Size(0, 0); } }
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}
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public class NullFrameBuffer : IFrameBuffer
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{
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public void Bind() { }
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public void Unbind() { }
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public ITexture Texture { get { return new NullTexture(); } }
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}
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class NullVertexBuffer<T> : IVertexBuffer<T>
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{
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public void Bind() { }
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public void SetData(T[] vertices, int length) { }
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}
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}
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