wxBuffer = new char[BUFSIZ + 512];
#endif
-/* No longer used
-#if (defined(__WXDEBUG__) && wxUSE_MEMORY_TRACING) || wxUSE_DEBUG_CONTEXT
-
- streambuf* sBuf = new wxDebugStreamBuf;
- ostream* oStr = new ostream(sBuf) ;
- wxDebugContext::SetStream(oStr, sBuf);
-#endif
-*/
-
wxClassInfo::InitializeClasses();
wxTheColourDatabase = new wxColourDatabase(wxKEY_STRING);
delete wxTheApp;
wxTheApp = NULL;
-
+
#if (defined(__WXDEBUG__) && wxUSE_MEMORY_TRACING) || wxUSE_DEBUG_CONTEXT
// At this point we want to check if there are any memory
// blocks that aren't part of the wxDebugContext itself,
}
// wxDebugContext::SetStream(NULL, NULL);
#endif
-
+
// do it as the very last thing because everything else can log messages
wxLog::DontCreateOnDemand();
// do it as the very last thing because everything else can log messages
printf( "wxWindows error: No initializer - use IMPLEMENT_APP macro.\n" );
return 0;
};
-
+
wxTheApp = (wxApp*) (* wxApp::GetInitializerFunction()) ();
};
-
- if (!wxTheApp)
+
+ if (!wxTheApp)
{
printf( "wxWindows error: wxTheApp == NULL\n" );
return 0;
// Here frames insert themselves automatically
// into wxTopLevelWindows by getting created
// in OnInit().
-
+
if (!wxTheApp->OnInit()) return 0;
int retValue = 0;
-
+
if (wxTheApp->Initialized()) retValue = wxTheApp->OnRun();
if (wxTheApp->GetTopWindow())
delete wxTheApp->GetTopWindow();
wxTheApp->SetTopWindow(NULL);
}
-
- wxTheApp->DeletePendingObjects();
-
+
+ wxTheApp->DeletePendingObjects();
+
wxTheApp->OnExit();
-
+
wxApp::CleanUp();
return retValue;
m_appName = "";
argc = 0;
argv = NULL;
-#ifdef __WXMSW__
+#ifdef __WXPM__
m_printMode = wxPRINT_WINDOWS;
#else
m_printMode = wxPRINT_POSTSCRIPT;
while (node)
{
wxObject *obj = (wxObject *)node->Data();
-
+
delete obj;
if (wxPendingDelete.Member(obj))
fs_zip.obj
OS2OBJS = \
+ ..\os2\$D\accel.obj \
+ ..\os2\$D\app.obj \
+ ..\os2\$D\bitmap.obj \
+ ..\os2\$D\bmpbuttn.obj \
+ ..\os2\$D\brush.obj \
+ ..\os2\$D\button.obj \
+ ..\os2\$D\caret.obj \
..\os2\$D\dc.obj \
..\os2\$D\dialog.obj \
..\os2\$D\frame.obj \
- ..\os2\$D\window.obj \
+ ..\os2\$D\window.obj
+
+OS2LIBOBJS = \
+ accel.obj \
+ app.obj \
+ bitmap.obj \
+ bmpbuttn.obj \
+ brush.obj \
+ button.obj \
+ caret.obj \
+ dc.obj \
+ dialog.obj \
+ frame.obj \
+ window.obj
HTMLOBJS = \
..\html\$D\htmlcell.obj \
copy ..\generic\$D\tipdlg.obj
copy ..\generic\$D\busyinfo.obj
+$(OS2LIBOBJS):
+ copy ..\os2\$D\accel.obj
+ copy ..\os2\$D\app.obj
+ copy ..\os2\$D\bitmap.obj
+ copy ..\os2\$D\bmpbuttn.obj
+ copy ..\os2\$D\brush.obj
+ copy ..\os2\$D\button.obj
+ copy ..\os2\$D\caret.obj
+ copy ..\os2\$D\dc.obj
+ copy ..\os2\$D\dialog.obj
+ copy ..\os2\$D\frame.obj
+ copy ..\os2\$D\window.obj
+
# wxWindows library as DLL
dll:
nmake -f makefile.va all FINAL=$(FINAL) DLL=1 WXMAKINGDLL=1 NEW_WXLIBNAME=$(NEW_WXLIBNAME)
ilib $(LIBFLAGS) $@ @<<
$**;
<<
- del *.obj
$(WXDIR)\lib\wxnones.lib: $(NONESSENTIALOBJS)
touch $(WXDIR)\lib\wxnones.lib
$**;
<<
-$(WXDIR)\lib\wxos2.lib: $(OS2OBJS)
+$(WXDIR)\lib\wxos2.lib: $(OS2LIBOBJS)
touch $(WXDIR)\lib\wxos2.lib
del $(WXDIR)\lib\wxos2.lib
ilib $(LIBFLAGS) $@ @<<
$**;
<<
+ del *.obj
$(WXDIR)\lib\wx.lib: \
$D\dummy.obj \