#ifndef COIN_SOWINDOWELEMENT_H
#define COIN_SOWINDOWELEMENT_H

/**************************************************************************\
 *
 *  This file is part of the Coin 3D visualization library.
 *  Copyright (C) 1998-2005 by Systems in Motion.  All rights reserved.
 *
 *  This library is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU General Public License
 *  ("GPL") version 2 as published by the Free Software Foundation.
 *  See the file LICENSE.GPL at the root directory of this source
 *  distribution for additional information about the GNU GPL.
 *
 *  For using Coin with software that can not be combined with the GNU
 *  GPL, and for taking advantage of the additional benefits of our
 *  support services, please contact Systems in Motion about acquiring
 *  a Coin Professional Edition License.
 *
 *  See <URL:http://www.coin3d.org/> for more information.
 *
 *  Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY.
 *  <URL:http://www.sim.no/>.
 *
\**************************************************************************/

#include <Inventor/elements/SoSubElement.h>

// Note:
// We want to avoid platform specific stuff in this header file, 
// so we changed all the X-specific types into generic void pointers.

class SoGLRenderAction;

class COIN_DLL_API SoWindowElement : public SoElement {
  typedef SoElement inherited;

  SO_ELEMENT_HEADER(SoWindowElement);
public:
  static void initClass(void);
protected:
  virtual ~SoWindowElement();

public:
  virtual void init(SoState * state);

  virtual void push(SoState * state);
  virtual void pop(SoState * state, const SoElement * prevTopElement);

  virtual SbBool matches(const SoElement * element) const;
  virtual SoElement * copyMatchInfo(void) const;

  static  void set(SoState * state, void * window,
                   void * context, void * display,
                   SoGLRenderAction * action);
  static  void get(SoState * state, void *& window,
                   void *& context, void * & display,
                   SoGLRenderAction * & action);
  
protected:
  void * window;   // was Window
  void * context;  // was GLXContext
  void * display;  // was Display *
  SoGLRenderAction * glRenderAction;
};

#endif // !COIN_SOWINDOWELEMENT_H
