#if wxUSE_GLCANVAS
+#define wxGLCanvasName _T("GLCanvas")
+
#if defined(__WXMSW__)
#include "wx/msw/glcanvas.h"
#elif defined(__WXMOTIF__)
-#include "wx/motif/glcanvas.h"
+#include "wx/x11/glcanvas.h"
#elif defined(__WXGTK__)
#include "wx/gtk/glcanvas.h"
+#elif defined(__WXX11__)
+#include "wx/x11/glcanvas.h"
#elif defined(__WXMAC__)
#include "wx/mac/glcanvas.h"
#elif defined(__WXPM__)
#include "wx/os2/glcanvas.h"
-#elif defined(__WXSTUBS__)
-#include "wx/stubs/glcanvas.h"
#endif
-class WXDLLEXPORT wxGLApp : public wxApp
+#include "wx/app.h"
+class WXDLLIMPEXP_GL wxGLApp : public wxApp
{
public:
wxGLApp() : wxApp() { }
// use this in the constructor of the user-derived wxGLApp class to
// determine if an OpenGL rendering context with these attributes
- // is available - returns TRUE if so, FALSE if not.
+ // is available - returns true if so, false if not.
bool InitGLVisual(int *attribList);
private: