/**************************************************************************/
/*  gl_manager_windows_angle.h                                            */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* 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     */
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#pragma once

#if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)

#include "drivers/egl/egl_manager.h"
#include "servers/display/display_server_enums.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(DisplayServerEnums::WindowID p_window_id, int p_width, int p_height);

	GLManagerANGLE_Windows() {}
	~GLManagerANGLE_Windows() {}
};

#endif // WINDOWS_ENABLED && GLES3_ENABLED
