#pragma once const int GL_BYTE = 0; const int GL_FLOAT = 0; const int GL_UNSIGNED_BYTE = 0; const int GL_COLOR_ARRAY = 0; const int GL_VERTEX_ARRAY = 0; const int GL_NORMAL_ARRAY = 0; const int GL_TEXTURE_COORD_ARRAY = 0; const int GL_COMPILE = 0; const int GL_NORMALIZE = 0; const int GL_RESCALE_NORMAL = 0; const int GL_SMOOTH = 0; const int GL_FLAT = 0; const int GL_RGBA = 0; const int GL_BGRA = 1; const int GL_BGR = 0; const int GL_SAMPLES_PASSED_ARB = 0; const int GL_QUERY_RESULT_AVAILABLE_ARB = 0; const int GL_QUERY_RESULT_ARB = 0; const int GL_POLYGON_OFFSET_FILL = 0; const int GL_FRONT = 0; const int GL_BACK = 1; const int GL_FRONT_AND_BACK = 2; const int GL_COLOR_MATERIAL = 0; const int GL_AMBIENT_AND_DIFFUSE = 0; const int GL_TEXTURE1 = 0; const int GL_TEXTURE0 = 1; void glFlush(); void glTexGeni(int,int,int); void glTexGen(int,int,FloatBuffer *); void glReadPixels(int,int, int, int, int, int, ByteBuffer *); void glClearDepth(double); void glCullFace(int); void glDeleteLists(int,int); void glGenTextures(IntBuffer *); int glGenTextures(); int glGenLists(int); void glLight(int, int,FloatBuffer *); void glLightModel(int, FloatBuffer *); void glGetFloat(int a, FloatBuffer *b); void glTexCoordPointer(int, int, int, int); void glTexCoordPointer(int, int, FloatBuffer *); void glNormalPointer(int, int, int); void glNormalPointer(int, ByteBuffer *); void glEnableClientState(int); void glDisableClientState(int); void glColorPointer(int, bool, int, ByteBuffer *); void glColorPointer(int, int, int, int); void glVertexPointer(int, int, int, int); void glVertexPointer(int, int, FloatBuffer *); void glDrawArrays(int,int,int); void glTranslatef(float,float,float); void glRotatef(float,float,float,float); void glNewList(int,int); void glEndList(int vertexCount = 0); void glCallList(int); void glPopMatrix(); void glPushMatrix(); void glColor3f(float,float,float); void glScalef(float,float,float); void glMultMatrixf(float *); void glColor4f(float,float,float,float); void glDisable(int); void glEnable(int); void glBlendFunc(int,int); void glDepthMask(bool); void glNormal3f(float,float,float); void glDepthFunc(int); void glMatrixMode(int); void glLoadIdentity(); void glBindTexture(int,int); void glTexParameteri(int,int,int); void glTexImage2D(int,int,int,int,int,int,int,int,ByteBuffer *); void glDeleteTextures(IntBuffer *); void glDeleteTextures(int); void glCallLists(IntBuffer *); void glGenQueriesARB(IntBuffer *); void glColorMask(bool,bool,bool,bool); void glBeginQueryARB(int,int); void glEndQueryARB(int); void glGetQueryObjectuARB(int,int,IntBuffer *); void glShadeModel(int); void glPolygonOffset(float,float); void glLineWidth(float); void glScaled(double,double,double); void gluPerspective(float,float,float,float); void glClear(int); void glViewport(int,int,int,int); void glAlphaFunc(int,float); void glOrtho(float,float,float,float,float,float); void glClearColor(float,float,float,float); void glFogi(int,int); void glFogf(int,float); void glFog(int,FloatBuffer *); void glColorMaterial(int,int); void glMultiTexCoord2f(int, float, float); //1.8.2 void glClientActiveTexture(int); void glActiveTexture(int); class GL11 { public: static const int GL_SMOOTH = 0; static const int GL_FLAT = 0; static void glShadeModel(int) {}; }; class ARBVertexBufferObject { public: static const int GL_ARRAY_BUFFER_ARB = 0; static const int GL_STREAM_DRAW_ARB = 0; static void glBindBufferARB(int, int) {} static void glBufferDataARB(int, ByteBuffer *, int) {} static void glGenBuffersARB(IntBuffer *) {} }; class Level; class Player; class Textures; class Font; class MapItemSavedData; class Mob; class Particles { public: void render(float) {} void tick() {} }; class BufferedImage; class Graphics { public: void drawImage(BufferedImage *, int, int, void *) {} void dispose() {} }; class ZipEntry { }; class InputStream; class File; class ZipFile { public: ZipFile(File *file) {} InputStream *getInputStream(ZipEntry *entry) { return NULL; } ZipEntry *getEntry(const wstring& name) {return NULL;} void close() {} }; class ImageIO { public: static BufferedImage *read(InputStream *in) { return NULL; } }; class Keyboard { public: static void create() {} static void destroy() {} static bool isKeyDown(int) {return false;} static wstring getKeyName(int) { return L"KEYNAME"; } static void enableRepeatEvents(bool) {} static const int KEY_A = 0; static const int KEY_B = 1; static const int KEY_C = 2; static const int KEY_D = 3; static const int KEY_E = 4; static const int KEY_F = 5; static const int KEY_G = 6; static const int KEY_H = 7; static const int KEY_I = 8; static const int KEY_J = 9; static const int KEY_K = 10; static const int KEY_L = 11; static const int KEY_M = 12; static const int KEY_N = 13; static const int KEY_O = 14; static const int KEY_P = 15; static const int KEY_Q = 16; static const int KEY_R = 17; static const int KEY_S = 18; static const int KEY_T = 19; static const int KEY_U = 20; static const int KEY_V = 21; static const int KEY_W = 22; static const int KEY_X = 23; static const int KEY_Y = 24; static const int KEY_Z = 25; static const int KEY_SPACE = 26; static const int KEY_LSHIFT = 27; static const int KEY_ESCAPE = 28; static const int KEY_BACK = 29; static const int KEY_RETURN = 30; static const int KEY_RSHIFT = 31; static const int KEY_UP = 32; static const int KEY_DOWN = 33; static const int KEY_TAB = 34; }; class Mouse { public: static void create() {} static void destroy() {} static int getX() { return 0; } static int getY() { return 0; } static bool isButtonDown(int) { return false; } }; class Display { public: static bool isActive() {return true;} static void update(); static void swapBuffers(); static void destroy() {} }; class BackgroundDownloader { public: BackgroundDownloader(File workDir, Minecraft* minecraft) {} void start() {} void halt() {} void forceReload() {} }; class Color { public: static int HSBtoRGB(float,float,float) {return 0;} };