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Removed the InputDriver from the INativeGLWindow interface. It now resides lower, in the GameWindow class.
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@ -29,8 +29,6 @@ namespace OpenTK.Platform
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bool IsIdle { get; }
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bool IsIdle { get; }
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IGLContext Context { get; }
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IGLContext Context { get; }
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IInputDriver InputDriver { get; }
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event CreateEvent Create;
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event CreateEvent Create;
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event DestroyEvent Destroy;
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event DestroyEvent Destroy;
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}
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}
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@ -29,7 +29,7 @@ namespace OpenTK.Platform.Windows
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private WinGLContext glContext;
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private WinGLContext glContext;
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private DisplayMode mode = new DisplayMode();
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private DisplayMode mode = new DisplayMode();
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private WinRawInput driver;
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//private WinRawInput driver;
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private bool fullscreen;
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private bool fullscreen;
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private bool disposed;
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private bool disposed;
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@ -261,18 +261,6 @@ namespace OpenTK.Platform.Windows
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#endregion
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#endregion
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#region public IInputDriver InputDriver
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public IInputDriver InputDriver
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{
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get
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{
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return driver;
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}
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}
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#endregion
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#region public IWindowInfo WindowInfo
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#region public IWindowInfo WindowInfo
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public IWindowInfo WindowInfo
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public IWindowInfo WindowInfo
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@ -352,18 +340,14 @@ namespace OpenTK.Platform.Windows
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public void OnCreate(EventArgs e)
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public void OnCreate(EventArgs e)
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{
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{
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this.window = new WindowInfo(this);
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this.window = new WindowInfo(this);
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driver = new WinRawInput(this.window);
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//driver = new WinRawInput(this.window);
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Debug.Print("Window created: {0}", window);
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Debug.Print("Window created: {0}", window);
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try
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try
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{
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{
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glContext = new WinGLContext(this.mode, this.WindowInfo);
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glContext = new WinGLContext(this.mode, this.WindowInfo);
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//glContext.PrepareContext(this.Handle);
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glContext.CreateContext();
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glContext.CreateContext();
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//glContext.MakeCurrent();
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//GL.LoadAll();
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//Glu.LoadAll();
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}
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}
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catch (ApplicationException expt)
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catch (ApplicationException expt)
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{
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{
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