#include "wx/dialog.h"
#include "wx/msgdlg.h"
#include "wx/intl.h"
- #include "wx/wxchar.h"
+ #include "wx/crt.h"
#include "wx/log.h"
#include "wx/module.h"
#endif
{
// we should return false only if the app should exit, i.e. only if
// Dispatch() determines that the main event loop should terminate
- wxEventLoop *evtLoop = wxEventLoop::GetActive();
+ wxEventLoopBase * const evtLoop = wxEventLoop::GetActive();
if ( !evtLoop || !evtLoop->Pending() )
{
// no events means no quit event
#endif
}
+#if wxUSE_TIMER
+
wxTimerImpl *wxGUIAppTraits::CreateTimerImpl(wxTimer *timer)
{
return new wxMSWTimerImpl(timer);
}
-wxEventLoop* wxGUIAppTraits::CreateEventLoop()
+#endif // wxUSE_TIMER
+
+wxEventLoopBase* wxGUIAppTraits::CreateEventLoop()
{
return new wxEventLoop;
}
#ifdef __WXWINCE__
wxString tmp = GetAppName();
tmp += wxT("ClassName");
- wxCanvasClassName = wxStrdup( tmp.c_str() );
+ wxCanvasClassName = wxStrdup( tmp.wc_str() );
tmp += wxT("NR");
- wxCanvasClassNameNR = wxStrdup( tmp.c_str() );
+ wxCanvasClassNameNR = wxStrdup( tmp.wc_str() );
HWND hWnd = FindWindow( wxCanvasClassNameNR, NULL );
if (hWnd)
{
// wxApp idle handling
// ----------------------------------------------------------------------------
-void wxApp::OnIdle(wxIdleEvent& event)
+void wxApp::OnIdle(wxIdleEvent& WXUNUSED(event))
{
- wxAppBase::OnIdle(event);
-
#if wxUSE_DC_CACHEING
// automated DC cache management: clear the cached DCs and bitmap
// if it's likely that the app has finished with them, that is, we