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Add the platform-dependent stuff from renderingengine.cpp
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@ -132,6 +132,11 @@ namespace irr
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/** \param text: New text of the window caption. */
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virtual void setWindowCaption(const wchar_t* text) = 0;
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//! Sets the window icon.
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/** \param img The icon texture.
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\return False if no icon was set. */
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virtual bool setWindowIcon(const video::IImage *img) = 0;
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//! Returns if the window is active.
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/** If the window is inactive,
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nothing needs to be drawn. So if you don't want to draw anything
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@ -307,6 +312,10 @@ namespace irr
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used. */
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virtual E_DEVICE_TYPE getType() const = 0;
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//! Get the display density in dots per inch.
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//! Returns 0.0f on failure.
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virtual float getDisplayDensity() const = 0;
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//! Check if a driver type is supported by the engine.
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/** Even if true is returned the driver may not be available
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for a configuration requested when creating the device. */
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