// NB: returned pointer will be deleted by the caller
virtual wxRendererNative *CreateRenderer() = 0;
+#if wxUSE_STDPATHS
// wxStandardPaths object is normally the same for wxBase and wxGUI
// except in the case of wxMac and wxCocoa
virtual wxStandardPathsBase& GetStandardPaths();
+#endif // wxUSE_STDPATHS
// functions abstracting differences between GUI and console modes
// ------------------------------------------------------------------------
// include the platform-specific version of the class
// ----------------------------------------------------------------------------
-// NB: test for __UNIX__ before __WXMAC__ as under Darwin we want to use the
-// Unix code (and otherwise __UNIX__ wouldn't be defined)
+// NB: test for __UNIX__ before __WXMAC__ as under Darwin we want to use the
+// Unix code (and otherwise __UNIX__ wouldn't be defined)
+// ABX: check __WIN32__ instead of __WXMSW__ for the same MSWBase in any Win32 port
#if defined(__WXPALMOS__)
#include "wx/palmos/apptbase.h"
-#elif defined(__WXMSW__)
+#elif defined(__WIN32__)
#include "wx/msw/apptbase.h"
#elif defined(__UNIX__) && !defined(__EMX__)
#include "wx/unix/apptbase.h"
// include the platform-specific version of the classes above
// ----------------------------------------------------------------------------
+// ABX: check __WIN32__ instead of __WXMSW__ for the same MSWBase in any Win32 port
#if defined(__WXPALMOS__)
#include "wx/palmos/apptrait.h"
-#elif defined(__WXMSW__)
+#elif defined(__WIN32__)
#include "wx/msw/apptrait.h"
#elif defined(__UNIX__) && !defined(__EMX__)
#include "wx/unix/apptrait.h"