[WIP] Added an SWT based GLCanvas implementation nearly identical to the AWT version.  Modified build to produce a jogl.swt.jar, and include this in jogl.all.jar.  Presently there is no unit test (just a 'main' in the jogamp.opengl.swt.GLCanvas), and this does not support correct selection of GLCapabilities (FIXME and TODO tags in the source state why).
Hopefully fixed use of GLCapabilitiesChooser (I didn't realize that this was already handled via the proxy surface factory).  Needs testing
Fix Eclipse 3.7 Ant build

Set Ant builder classpath to default to fix build problems. No Ant
customization is needed in Eclipse 3.7+, since it includes Ant
1.8.2.
Merge pull request #42 from WadeWalker/bug_358_ant_build_fails_in_eclipse_3_7

Fix Eclipse 3.7 Ant build
Fix bug 549 - Incorrect calculation of count value in GLUniformData due to ignored buffer position.

This was disclosed by testing agains the Intel HD 3000 GPU,
resulting in an INVALID OPERATION GL error (correct).

Other driver ignored this mismatch ..
Added Unit-Test for Bug 532 to test Animator behavior w/ CardLayout and diff. Platforms
Fix TestAWTCardLayoutAnimatorStartStopBug532 pause/resume test
Animator*: Clarify debug output
GLContext*/GLDrawableHelper: Fix consistency of recursive makeCurrent()/release()/destroy() calls ; Enable context switch tracing ; GLCanvas: proper AbstractGraphicsDevice destruction

GLContext*/GLDrawableHelper: Fix consistency of recursive makeCurrent()/release()/destroy() calls
  Utilizing volatile and lock.tryLock(0) for lockConsiderFailFast(),
  reducing redundant synchronization and using RecursiveLock implicit sync.

  GLContext 'early-out' is the case where the thread already holds the
  context, ie. context is already current and the native makeCurrent is skipped.

  makeCurrent()'s 'early-out' w/o incr. the recursive lock of GLContext
  and it's NativeSurface could lead to asymetry in lock/unlock count
  with release()/destroy() calls. The 1st release actually released the
  native ctx already.
  Properly utilize recursive lock/unlock in all cases and impl. 'early-out' after locking.

  Following the above in GLDrawableHelper.invokeGL()'s 'early-out' case as well,
  ie calling makeCurrent()/release() symmetrical.

  Introduce GLDrawableHelper.disposeGL(), which issues dispose on all GLEventListeners
  within a current context and issued context destruction directly.
  This simplifies GLAutodrawable's destroy/dispose calls and ensures
  that the above sequence of events happens atomically (lock is being hold until destruction).

Enable context switch tracing
  If property 'jogl.debug.GLContext.TraceSwitch' is defined, trace context switch.

GLCanvas: proper AbstractGraphicsDevice destruction
GLContext/NativeSurface Impl's toString(): Add lock.toString()
TestAWTCardLayoutAnimatorStartStopBug532: Refine, add 'continue' mode, ..

Previous commit 098398c2a9145447da5314eed9792b3738c2d515 cleaned up
and fixed context/drawable lock/unlock for makeCurrent()/release()/destroy()
and consistency is looks much better now in this regard.

However, on Intel HD 3000 / Windows7, our AnimatorControl start/stop still
let the 2nd switch to GLCanvas within the CardPanel not showing rendering results.

One interesting artefact though:

1st switch 2 GLCanvas (rendering visible):
*** hdc 0x2f010ec5, hdw(hdc) 0x1003a0, hdw 0x1003a0 - AWT-EventQueue-0, com.jogamp.opengl.util.Animator[started true, animating true, paused false, drawable 1]
*** hdc 0x160110c4, hdw(hdc) 0x1003a0, hdw 0x1003a0 - AWT-EventQueue-0, com.jogamp.opengl.util.Animator[started true, animating true, paused false, drawable 1]
*** hdc 0x2f010ec5, hdw(hdc) 0x1003a0, hdw 0x1003a0 - AWT-EventQueue-0, com.jogamp.opengl.util.Animator[started true, animating true, paused false, drawable 1]
*** hdc 0x160110c4, hdw(hdc) 0x1003a0, hdw 0x1003a0 - AWT-EventQueue-0, com.jogamp.opengl.util.Animator[started true, animating true, paused false, drawable 1]
-> alternating HDC's

2nd switch 2 GLCanvas (rendering _not_ visible):
*** hdc 0x160110c4, hdw(hdc) 0x1003a0, hdw 0x1003a0 - AWT-EventQueue-0, com.jogamp.opengl.util.Animator[started true, animating true, paused false, drawable 1]
*** hdc 0x160110c4, hdw(hdc) 0x1003a0, hdw 0x1003a0 - AWT-EventQueue-0, com.jogamp.opengl.util.Animator[started true, animating true, paused false, drawable 1]
*** hdc 0x160110c4, hdw(hdc) 0x1003a0, hdw 0x1003a0 - AWT-EventQueue-0, com.jogamp.opengl.util.Animator[started true, animating true, paused false, drawable 1]
*** hdc 0x160110c4, hdw(hdc) 0x1003a0, hdw 0x1003a0 - AWT-EventQueue-0, com.jogamp.opengl.util.Animator[started true, animating true, paused false, drawable 1]
-> fixed HDC

Maybe this is a hint for what is going wrong in JAWTWindow locking,
which aquires the frame's HDC.

Verifying the recursive lock shows proper lock/unlock actions though.
Dispatch the '5' GDI/WGL functions and allow using their 'wgl' variants. GDI is the default.

The following 5 GDI functions have their 'wgl' counterparts
which 'shall' being used in case the OpenGL DLL is being loaded dynamically.
(So reads the documentation & FAQ).

This seems to be required only in case the std. opengl32.dll is not being used.
This use case is called GDI/ICD.

If using a non std. OpenGL DLL, is called MCD.

We dynamically load the OpenGL DLL and fetch the address pointer.
Since we generally use the std. opengl32.dll, our use of the GDI callbacks
seems to be legal. However, to test using the 'wgl' method WGLUtil is introduced.

You can test using the 'wgl' variants
by defining the property: 'jogl.windows.useWGLVersionOf5WGLGDIFuncSet'.

In case you have troubles, ie crashes within pixelformat setup etc,
it might be interesting if this may impact your behavior.

- ChoosePixelFormat(long, PIXELFORMATDESCRIPTOR)
- DescribePixelFormat(long, int, int, PIXELFORMATDESCRIPTOR)
- GetPixelFormat(long)
- SetPixelFormat(long, int, PIXELFORMATDESCRIPTOR)
- SwapBuffers(long)
WindowsJAWTWindow: unlock() invalidates the 'hdc' (surfaceHandle)
TestAWTCardLayoutAnimatorStartStopBug532: Minor edit / Uncomment Windows hdc/hwnd dump.
Fix bug 548 and bug 533 - OSX [10.6] NVidia driver may require glFinish() before ctx release.
OSX 10.6 build fix: '-F <frameworkdir> -> -F<frameworkdir>
OSX: JOGL desktop DLL now uses weak binding for Quartz, Cocoa and OpenGL (compatibility for 10.5)
OSX: NW/NEWT use weak binding for Quartz and Cocoa (compatibility for 10.5)
Fix Bug 547: Enable others architectures under GNU/Linux
Fix Bug 546: Provide more information about the system