lwjgl2-arm64/src/java/org/lwjgl/opengl
2006-07-02 22:45:56 +00:00
..
glu Tidied up unused variables, added serialVersionUIDs as appropriate, 2006-04-21 11:11:21 +00:00
AWTCanvasImplementation.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
AWTGLCanvas.java AWT: Support re-entrant redrawing (by the same AWT thread). This happens when displaying dialog boxes from paintGL() or initGL() 2006-06-07 06:52:53 +00:00
AWTSurfaceLock.java Spelling fixes 2006-07-02 22:41:59 +00:00
Context.java Mac OS X: Fixed flickering caused by the new context handling in AWTGLCanvas 2006-06-07 06:35:52 +00:00
ContextImplementation.java Mac OS X: Fixed flickering caused by the new context handling in AWTGLCanvas 2006-06-07 06:35:52 +00:00
Display.java Reverted Display.getPrivilegedBoolean access modifier change - package private is alright 2006-07-02 22:45:56 +00:00
DisplayImplementation.java Linux: Fixed Display.setIcon memory leak. 2006-06-30 18:56:37 +00:00
DisplayMode.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
Drawable.java Linux support for AWTGLCanvas. Big refactor of context specific code into Context.java that is now shared between Display, Pbuffer and AWTGLCanvas. (Win32 and Mac OS X is now broken while I implement the same changes on those platforms) 2005-02-20 11:24:22 +00:00
EventQueue.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
GLChecks.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
GLContext.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
GLUConstants.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
KeyboardEventQueue.java Mac OS X: Made KeyboardEventQueue handle widened char types 2006-06-27 12:57:04 +00:00
LinuxAWTGLCanvasPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
LinuxCanvasImplementation.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
LinuxContextImplementation.java Mac OS X: Fixed flickering caused by the new context handling in AWTGLCanvas 2006-06-07 06:35:52 +00:00
LinuxDisplay.java Linux: Fixed Display.setIcon memory leak. 2006-06-30 18:56:37 +00:00
LinuxDisplayPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
LinuxPbufferPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
LinuxPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
MacOSXAWTGLCanvasPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
MacOSXCanvasImplementation.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
MacOSXCanvasPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
MacOSXContextImplementation.java Mac OS X: Fixed flickering caused by the new context handling in AWTGLCanvas 2006-06-07 06:35:52 +00:00
MacOSXDisplay.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
MacOSXDisplayPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
MacOSXFrame.java Reverted Display.getPrivilegedBoolean access modifier change - package private is alright 2006-07-02 22:45:56 +00:00
MacOSXGLCanvas.java Tidied up unused variables, added serialVersionUIDs as appropriate, 2006-04-21 11:11:21 +00:00
MacOSXPbufferPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
MacOSXPeerInfo.java Mac OS X: Check for 10.4 when using floating point formats 2006-06-12 13:42:25 +00:00
MouseEventQueue.java Mac OS X: Fix ctrl-click right button handling 2006-06-22 10:42:45 +00:00
OpenGLException.java Tidied up unused variables, added serialVersionUIDs as appropriate, 2006-04-21 11:11:21 +00:00
Pbuffer.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
PeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
PixelFormat.java Added floating point format to PixelFormat. Linux implementation 2006-06-12 13:01:05 +00:00
ReferencesStack.java Implemented strong references in glVertexPointer and friends 2005-03-21 08:27:45 +00:00
RenderTexture.java Cleanup of unused imports 2005-05-04 20:59:44 +00:00
StateStack.java Code cleanup 2004-11-25 22:20:45 +00:00
StateTracker.java Saved one getClientAttribStack() in StateTracker.pushAttrib() 2006-05-29 12:24:46 +00:00
Util.java Cleanup of unused imports 2005-05-04 20:59:44 +00:00
Win32AWTGLCanvasPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
Win32CanvasImplementation.java Windows: replace loadLibrary("jawt") with Toolkit.getDefaultToolkit() which is better and avoids classloader issues with multiple loaded natives. Additionally, getDefaultToolkit is not a privileged action, while loadLibrary is. 2006-06-28 21:16:14 +00:00
Win32ContextImplementation.java Mac OS X: Fixed flickering caused by the new context handling in AWTGLCanvas 2006-06-07 06:35:52 +00:00
Win32Display.java Windows: Generalize getMin/MaxCursorSize to one native GetSystemMetrics 2006-06-27 11:11:37 +00:00
Win32DisplayPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
Win32PbufferPeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
Win32PeerInfo.java applied patch to move ID tag 2006-03-23 19:32:21 +00:00
Win32Registry.java Win32: Moved some registry access code to java (for Win32Display.getAdapter()) 2005-09-23 10:25:24 +00:00
WindowsDirectInput.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
WindowsDirectInput3.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
WindowsDirectInput8.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
WindowsDirectInputDevice.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
WindowsDirectInputDevice3.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
WindowsDirectInputDevice8.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
WindowsDirectInputDeviceObjectCallback.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
WindowsKeyboard.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00
WindowsMouse.java Windows: LWJGL didn't work well with jinput, but compatibility could be greatly improved if LWJGL used DirectInput 8 (like jinput). This can't be done unconditionally, since we need the DX3 support for older versions of windows. So, I've moved most Mouse and Keyboard stuff from native to java side and generalized DirectInput access through an abstract base class, with two concrete subclasses, one for dx3 and one for dx8. 2006-06-26 13:50:48 +00:00