using System;
using System.Collections.Generic;
using Avalonia.Controls;
using Avalonia.Input;
using Avalonia.Input.Raw;
using Avalonia.Rendering;
using JetBrains.Annotations;
namespace Avalonia.Platform
{
///
/// Defines a platform-specific top-level window implementation.
///
///
/// This interface is the common interface to and
/// .
///
public interface ITopLevelImpl : IDisposable
{
///
/// Gets the client size of the toplevel.
///
Size ClientSize { get; }
///
/// Gets the scaling factor for the toplevel.
///
double Scaling { get; }
///
/// The list of native platform's surfaces that can be consumed by rendering subsystems.
///
///
/// Rendering platform will check that list and see if it can utilize one of them to output.
/// It should be enough to expose a native window handle via IPlatformHandle
/// and add support for framebuffer (even if it's emulated one) via IFramebufferPlatformSurface.
/// If you have some rendering platform that's tied to your particular windowing platform,
/// just expose some toolkit-specific object (e. g. Func<Gdk.Drawable> in case of GTK#+Cairo)
///
IEnumerable