#endif
#ifndef WX_PRECOMP
- #include "wx/list.h"
#include "wx/app.h"
+ #include "wx/window.h"
#include "wx/bitmap.h"
- #include "wx/intl.h"
#include "wx/log.h"
#include "wx/msgdlg.h"
- #include "wx/bitmap.h"
#include "wx/confbase.h"
+ #include "wx/utils.h"
#endif
#include "wx/apptrait.h"
#include "wx/evtloop.h"
#include "wx/msgout.h"
#include "wx/thread.h"
-#include "wx/utils.h"
+#include "wx/vidmode.h"
#include "wx/ptr_scpd.h"
#if defined(__WXMSW__)
#include "wx/build.h"
WX_CHECK_BUILD_OPTIONS("wxCore")
+WXDLLIMPEXP_DATA_CORE(wxList) wxPendingDelete;
// ----------------------------------------------------------------------------
// wxEventLoopPtr
#endif // wxUSE_THREADS
}
+// ----------------------------------------------------------------------------
+
+wxWindow* wxAppBase::GetTopWindow() const
+{
+ wxWindow* window = m_topWindow;
+ if (window == NULL && wxTopLevelWindows.GetCount() > 0)
+ window = wxTopLevelWindows.GetFirst()->GetData();
+ return window;
+}
+
+wxVideoMode wxAppBase::GetDisplayMode() const
+{
+ return wxVideoMode();
+}
+
#if wxUSE_CMDLINE_PARSER
// ----------------------------------------------------------------------------
{
wxObject *obj = node->GetData();
- delete obj;
-
- if (wxPendingDelete.Member(obj))
+ // remove it from the list first so that if we get back here somehow
+ // during the object deletion (e.g. wxYield called from its dtor) we
+ // wouldn't try to delete it the second time
+ if ( wxPendingDelete.Member(obj) )
wxPendingDelete.Erase(node);
+ delete obj;
+
// Deleting one object may have deleted other pending
// objects, so start from beginning of list again.
node = wxPendingDelete.GetFirst();