/**************************************************************************** ** ** Copyright (C) 2013 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DS_WINDOW_SYSTEM_H #define QT3DS_WINDOW_SYSTEM_H #include namespace Q3DStudio { struct SEGLInfo; class IWindowSystem { protected: virtual ~IWindowSystem() {} public: virtual QSize GetWindowDimensions() = 0; virtual void SetWindowDimensions(const QSize &inSize) = 0; // For platforms that support it, we get the egl info for render plugins // Feel free to return NULL. virtual SEGLInfo *GetEGLInfo() = 0; // on some systems we allow our default render target to be a offscreen buffer // otherwise return 0; virtual int GetDefaultRenderTargetID() = 0; // returns the depth buffer bit count for the render window virtual int GetDepthBitCount() = 0; }; } #endif