Repository: godotengine/godot
File: drivers/egl/egl_manager.h (C/C++)

Code before:
/*                                                                        */
/* 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.                 */
/**************************************************************************/

#pragma once

#ifdef EGL_ENABLED

// These must come first to avoid windows.h mess.
#include "platform_egl.h"

#include "core/templates/local_vector.h"
#include "servers/display/display_server.h"

class EGLManager {
private:
	// An EGL-side representation of a display with its own rendering
	// context.
	struct GLDisplay {
		void *display = nullptr;

		EGLDisplay egl_display = EGL_NO_DISPLAY;
		EGLContext egl_context = EGL_NO_CONTEXT;
		EGLConfig egl_config = nullptr;

#ifdef WINDOWS_ENABLED
		bool has_EGL_ANGLE_surface_orientation = false;
#endif
	};

	// EGL specific window data.
	struct GLWindow {
		bool initialized = false;
#ifdef WINDOWS_ENABLED

Review comment (bug):
I wonder if that comment isn't bogus. Shouldn't `windows.h` mess come *last*? Was this comment initially  talking about the other regular Godot headers and this was wrongly refactored?

Code after:
/*                                                                        */
/* 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.                 */
/**************************************************************************/

#pragma once

#ifdef EGL_ENABLED

// These must come first to avoid windows.h mess.
#include "platform_gl.h"

#include "core/templates/local_vector.h"
#include "servers/display/display_server.h"

class EGLManager {
private:
	// An EGL-side representation of a display with its own rendering
	// context.
	struct GLDisplay {
		void *display = nullptr;

		EGLDisplay egl_display = EGL_NO_DISPLAY;
		EGLContext egl_context = EGL_NO_CONTEXT;
		EGLConfig egl_config = nullptr;

#ifdef WINDOWS_ENABLED
		bool has_EGL_ANGLE_surface_orientation = false;
#endif
	};

	// EGL specific window data.
	struct GLWindow {
		bool initialized = false;
#ifdef WINDOWS_ENABLED