// a good reason to add and remove duplicate handlers (and they
// may) we should probably refcount the duplicates.
- wxLogDebug( _T("Adding duplicate animation handler for '%d' type"),
+ wxLogDebug( wxT("Adding duplicate animation handler for '%d' type"),
handler->GetType() );
delete handler;
}
else
{
// see AddHandler for additional comments.
- wxLogDebug( _T("Inserting duplicate animation handler for '%d' type"),
+ wxLogDebug( wxT("Inserting duplicate animation handler for '%d' type"),
handler->GetType() );
delete handler;
}
}
void wxAnimationCtrl::DisposeToBackground(wxDC& dc)
-{
+{
wxColour col = IsUsingWindowBackgroundColour()
? GetBackgroundColour()
: m_animation.GetBackgroundColour();
if ( m_backingStore.IsOk() )
{
// NOTE: we draw the bitmap explicitely ignoring the mask (if any);
- // i.e. we don't want to combine the backing store with the
+ // i.e. we don't want to combine the backing store with the
// possibly wrong preexisting contents of the window!
dc.DrawBitmap(m_backingStore, 0, 0, false /* no mask */);
}
// when using them inside sizers.
if (m_animation.IsOk())
{
- // be careful to change the backing store *only* if we are
- // playing the animation as otherwise we may be displaying
- // the inactive bitmap and overwriting the backing store
+ // be careful to change the backing store *only* if we are
+ // playing the animation as otherwise we may be displaying
+ // the inactive bitmap and overwriting the backing store
// with the last played frame is wrong in this case
if (IsPlaying())
{