-
-#endif
-
-#if wxUSE_PENWINDOWS
- wxCleanUpPenWin();
-#endif
-
- if (wxSTD_FRAME_ICON)
- DestroyIcon(wxSTD_FRAME_ICON);
- if (wxSTD_MDICHILDFRAME_ICON)
- DestroyIcon(wxSTD_MDICHILDFRAME_ICON);
- if (wxSTD_MDIPARENTFRAME_ICON)
- DestroyIcon(wxSTD_MDIPARENTFRAME_ICON);
-
- if (wxDEFAULT_FRAME_ICON)
- DestroyIcon(wxDEFAULT_FRAME_ICON);
- if (wxDEFAULT_MDICHILDFRAME_ICON)
- DestroyIcon(wxDEFAULT_MDICHILDFRAME_ICON);
- if (wxDEFAULT_MDIPARENTFRAME_ICON)
- DestroyIcon(wxDEFAULT_MDIPARENTFRAME_ICON);
-
- if ( wxDisableButtonBrush )
- ::DeleteObject( wxDisableButtonBrush );
-
-#if wxUSE_OLE
- ::OleUninitialize();
-#endif
-
-#if wxUSE_CTL3D
- Ctl3dUnregister(wxhInstance);
-#endif
-
- if (wxWinHandleList)
- delete wxWinHandleList;
-
- // GL: I'm annoyed ... I don't know where to put this and I don't want to
- // create a module for that as it's part of the core.
-#if wxUSE_THREADS
- delete wxPendingEvents;
- delete wxPendingEventsLocker;
- // If we don't do the following, we get an apparent memory leak.
- ((wxEvtHandler&) wxDefaultValidator).ClearEventLocker();
-#endif
-
- wxClassInfo::CleanUpClasses();
-
- delete wxTheApp;
- wxTheApp = NULL;
-
-#if (defined(__WXDEBUG__) && wxUSE_MEMORY_TRACING) || wxUSE_DEBUG_CONTEXT
- // At this point we want to check if there are any memory
- // blocks that aren't part of the wxDebugContext itself,
- // as a special case. Then when dumping we need to ignore
- // wxDebugContext, too.
- if (wxDebugContext::CountObjectsLeft(TRUE) > 0)
- {
- wxLogDebug(_T("There were memory leaks."));
- wxDebugContext::Dump();
- wxDebugContext::PrintStatistics();
- }
- // wxDebugContext::SetStream(NULL, NULL);
-#endif
-
-#if wxUSE_LOG
- // do it as the very last thing because everything else can log messages
- delete wxLog::SetActiveTarget(NULL);
-#endif // wxUSE_LOG