// override to change idle processing virtual BOOL OnIdle(int /*nIdleCount*/) { BOOL fContinue = FALSE; for(int i = 0; i < m_aIdleHandler.GetSize(); i++) { CIdleHandler* pIdleHandler = m_aIdleHandler[i]; if(pIdleHandler != NULL) { if (pIdleHandler->OnIdle()) fContinue = TRUE; } } return fContinue; }
virtual BOOL OnIdle(int nIdleCount) { BOOL state = FALSE; for (int i = 0; i < m_aIdleHandler.GetSize(); i++) { CIdleHandler* pIdleHandler = m_aIdleHandler[i]; if (pIdleHandler) state |= pIdleHandler->OnIdle(); } Sleep(1); return state; }