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*Incomplete* *Porting to JOGL v1.1.1* All GL commands ported successfully with minor syntax changes. [[https://jogl.dev.java.net/servlets/ProjectDocumentList?folderID=3726&expandFolder=3726&folderID=2771][jar files here]] Cannot use JSR-231 JOGL jar files with current code state. * Imports need modifications * Some commands need modifications (list them here later) * Next step of JOGL porting will be making TJ JSR-231 compliant Tried to create an extension of =AWTEvent= to add in System event queue (=Toolkit.getDefaultToolkit().getSystemEventQueue();=), but event dispatch did not recognize the event (perhaps need to add some standard =AWTEvent= handling function?). For now, getting it to work with =PaintEvent= would be nice. Adding a =PaintEvent= is messy, and can't capture the right events in the queue. New class =IdleThread= extends runnable, can be attached to the =EventQueue= as the idle event (happens after all events are processed, not sure if it resides after running, but easy enough to reattach it on incomplete scenes). Can't set idle event to null: =EventQueue.invokeLater(idleThread)=. Perhaps setting invokeLater will enqueue an =InvocationEvent=? Replace occurances of =requestRedraw= flag with a function call that checks for anything in the redraw queue, state machines are bad! =InvocationEvent= added to =EventQueue= when thread (or runnable) is started Redraw types: 1. =PaintEvent=: includes window events that don't have explicit listeners 1. =InvocationEvent=: thread startup, seems to be followed by =PaintEvent= s for components, threads, and frames in hierarchy. Must distinguish between invocations on idle thread/frames and the actual components. 1. =MouseEvent=: nothing special, no extra code needed in mouse handlers, so far. Redraws as needed are called through requestRedraw * ignore mouse clicks, mouse releases 1. =KeyEvent=: same as mouse handlers * ignore key releases
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Topic revision: r3 - 2006-01-10
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JamesSlack
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