/**************************************************************************/ /* gl_manager_windows_angle.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef GL_MANAGER_WINDOWS_ANGLE_H #define GL_MANAGER_WINDOWS_ANGLE_H #if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED) #include "core/error/error_list.h" #include "core/os/os.h" #include "core/templates/local_vector.h" #include "drivers/egl/egl_manager.h" #include "servers/display_server.h" #include <windows.h> class GLManagerANGLE_Windows : public EGLManager { private: virtual const char *_get_platform_extension_name() const override; virtual EGLenum _get_platform_extension_enum() const override; virtual EGLenum _get_platform_api_enum() const override; virtual Vector<EGLAttrib> _get_platform_display_attributes() const override; virtual Vector<EGLint> _get_platform_context_attribs() const override; public: void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {} GLManagerANGLE_Windows(){}; ~GLManagerANGLE_Windows(){}; }; #endif // WINDOWS_ENABLED && GLES3_ENABLED #endif // GL_MANAGER_WINDOWS_ANGLE_H