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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.backends.headless.mock.graphics;

import com.badlogic.gdx.AbstractGraphics;
import com.badlogic.gdx.Application;
import com.badlogic.gdx.graphics.Cursor;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.GL30;
import com.badlogic.gdx.graphics.GL31;
import com.badlogic.gdx.graphics.GL32;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Cursor.SystemCursor;
import com.badlogic.gdx.graphics.glutils.GLVersion;

/** The headless backend does its best to mock elements. This is intended to make code-sharing between server and client as simple
 * as possible. */
public class MockGraphics extends AbstractGraphics {
	long frameId = -1;
	float deltaTime = 0;
	long frameStart = 0;
	int frames = 0;
	int fps;
	long lastTime = System.nanoTime();
	long targetRenderInterval;
	GLVersion glVersion = new GLVersion(Application.ApplicationType.HeadlessDesktop, "", "", "");

	@Override
	public boolean isGL30Available () {
		return false;
	}

	@Override
	public boolean isGL31Available () {
		return false;
	}

	@Override
	public boolean isGL32Available () {
		return false;
	}

	@Override
	public GL20 getGL20 () {
		return null;
	}

	@Override
	public void setGL20 (GL20 gl20) {

	}

	@Override
	public GL30 getGL30 () {
		return null;
	}

	@Override
	public void setGL30 (GL30 gl30) {

	}

	@Override
	public GL31 getGL31 () {
		return null;
	}

	@Override
	public void setGL31 (GL31 gl31) {

	}

	@Override
	public GL32 getGL32 () {
		return null;
	}

	@Override
	public void setGL32 (GL32 gl32) {

	}

	@Override
	public int getWidth () {
		return 0;
	}

	@Override
	public int getHeight () {
		return 0;
	}

	@Override
	public int getBackBufferWidth () {
		return 0;
	}

	@Override
	public int getBackBufferHeight () {
		return 0;
	}

	@Override
	public long getFrameId () {
		return frameId;
	}

	@Override
	public float getDeltaTime () {
		return deltaTime;
	}

	@Override
	public int getFramesPerSecond () {
		return fps;
	}

	@Override
	public GraphicsType getType () {
		return GraphicsType.Mock;
	}

	@Override
	public GLVersion getGLVersion () {
		return glVersion;
	}

	@Override
	public float getPpiX () {
		return 0;
	}

	@Override
	public float getPpiY () {
		return 0;
	}

	@Override
	public float getPpcX () {
		return 0;
	}

	@Override
	public float getPpcY () {
		return 0;
	}

	@Override
	public boolean supportsDisplayModeChange () {
		return false;
	}

	@Override
	public DisplayMode[] getDisplayModes () {
		return new DisplayMode[0];
	}

	@Override
	public DisplayMode getDisplayMode () {
		return null;
	}

	@Override
	public int getSafeInsetLeft () {
		return 0;
	}

	@Override
	public int getSafeInsetTop () {
		return 0;
	}

	@Override
	public int getSafeInsetBottom () {
		return 0;
	}

	@Override
	public int getSafeInsetRight () {
		return 0;
	}

	@Override
	public boolean setFullscreenMode (DisplayMode displayMode) {
		return false;
	}

	@Override
	public boolean setWindowedMode (int width, int height) {
		return false;
	}

	@Override
	public void setTitle (String title) {

	}

	@Override
	public void setVSync (boolean vsync) {

	}

	/** Sets the target framerate for the application. Use 0 to never sleep; negative to not call the render method at all. Default
	 * is 60.
	 *
	 * @param fps fps */
	@Override
	public void setForegroundFPS (int fps) {
		this.targetRenderInterval = (long)(fps <= 0 ? (fps == 0 ? 0 : -1) : ((1F / fps) * 1000000000F));
	}

	public long getTargetRenderInterval () {
		return targetRenderInterval;
	}

	@Override
	public BufferFormat getBufferFormat () {
		return null;
	}

	@Override
	public boolean supportsExtension (String extension) {
		return false;
	}

	@Override
	public void setContinuousRendering (boolean isContinuous) {

	}

	@Override
	public boolean isContinuousRendering () {
		return false;
	}

	@Override
	public void requestRendering () {

	}

	@Override
	public boolean isFullscreen () {
		return false;
	}

	public void updateTime () {
		long time = System.nanoTime();
		deltaTime = (time - lastTime) / 1000000000.0f;
		lastTime = time;

		if (time - frameStart >= 1000000000) {
			fps = frames;
			frames = 0;
			frameStart = time;
		}
		frames++;
	}

	public void incrementFrameId () {
		frameId++;
	}

	@Override
	public Cursor newCursor (Pixmap pixmap, int xHotspot, int yHotspot) {
		return null;
	}

	@Override
	public void setCursor (Cursor cursor) {
	}

	@Override
	public void setSystemCursor (SystemCursor systemCursor) {
	}

	@Override
	public Monitor getPrimaryMonitor () {
		return null;
	}

	@Override
	public Monitor getMonitor () {
		return null;
	}

	@Override
	public Monitor[] getMonitors () {
		return null;
	}

	@Override
	public DisplayMode[] getDisplayModes (Monitor monitor) {
		return null;
	}

	@Override
	public DisplayMode getDisplayMode (Monitor monitor) {
		return null;
	}

	@Override
	public void setUndecorated (boolean undecorated) {

	}

	@Override
	public void setResizable (boolean resizable) {

	}
}




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