adjusted indentation with astyle; added Id keyword
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52383 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -9,7 +9,7 @@
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/**
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@class wxBufferedDC
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@wxheader{dcbuffer.h}
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This class provides a simple way to avoid flicker: when drawing on it,
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everything is in fact first drawn on an in-memory buffer (a
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wxBitmap) and then copied to the screen, using the
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@@ -17,27 +17,27 @@
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is typically associated with wxClientDC, if you want to
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use it in your @c EVT_PAINT handler, you should look at
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wxBufferedPaintDC instead.
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When used like this, a valid @e dc must be specified in the constructor
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while the @e buffer bitmap doesn't have to be explicitly provided, by
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default this class will allocate the bitmap of required size itself. However
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using a dedicated bitmap can speed up the redrawing process by eliminating the
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repeated creation and destruction of a possibly big bitmap. Otherwise,
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wxBufferedDC can be used in the same way as any other device context.
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wxBufferedDC can be used in the same way as any other device context.
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There is another possible use for wxBufferedDC is to use it to maintain a
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backing store for the window contents. In this case, the associated @e dc
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may be @NULL but a valid backing store bitmap should be specified.
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Finally, please note that GTK+ 2.0 as well as OS X provide double buffering
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themselves natively. You can either use wxWindow::IsDoubleBuffered
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to determine whether you need to use buffering or not, or use
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themselves natively. You can either use wxWindow::IsDoubleBuffered
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to determine whether you need to use buffering or not, or use
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wxAutoBufferedPaintDC to avoid needless double
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buffering on the systems which already do it automatically.
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@library{wxcore}
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@category{dc}
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@seealso
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wxDC, wxMemoryDC, wxBufferedPaintDC, wxAutoBufferedPaintDC
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*/
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@@ -46,28 +46,28 @@ class wxBufferedDC : public wxMemoryDC
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public:
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//@{
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/**
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If you use the first, default, constructor, you must call one of the
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If you use the first, default, constructor, you must call one of the
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Init() methods later in order to use the object.
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The other constructors initialize the object immediately and @c Init()
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The other constructors initialize the object immediately and @c Init()
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must not be called after using them.
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@param dc
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@param dc
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The underlying DC: everything drawn to this object will be
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flushed to this DC when this object is destroyed. You may pass @NULL
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in order to just initialize the buffer, and not flush it.
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@param area
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@param area
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The size of the bitmap to be used for buffering (this bitmap is
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created internally when it is not given explicitly).
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@param buffer
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@param buffer
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Explicitly provided bitmap to be used for buffering: this is
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the most efficient solution as the bitmap doesn't have to be recreated each
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time but it also requires more memory as the bitmap is never freed. The bitmap
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should have appropriate size, anything drawn outside of its bounds is clipped.
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@param style
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@param style
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wxBUFFER_CLIENT_AREA to indicate that just the client area of
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the window is buffered, or wxBUFFER_VIRTUAL_AREA to indicate that the buffer
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bitmap
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@@ -76,10 +76,10 @@ public:
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device context).
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*/
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wxBufferedDC();
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wxBufferedDC(wxDC * dc, const wxSize& area,
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int style = wxBUFFER_CLIENT_AREA);
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wxBufferedDC(wxDC * dc, wxBitmap& buffer,
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int style = wxBUFFER_CLIENT_AREA);
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wxBufferedDC(wxDC * dc, const wxSize& area,
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int style = wxBUFFER_CLIENT_AREA);
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wxBufferedDC(wxDC * dc, wxBitmap& buffer,
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int style = wxBUFFER_CLIENT_AREA);
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//@}
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/**
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@@ -95,8 +95,8 @@ public:
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*/
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void Init(wxDC * dc, const wxSize& area,
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int style = wxBUFFER_CLIENT_AREA);
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void Init(wxDC * dc, wxBitmap& buffer,
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int style = wxBUFFER_CLIENT_AREA);
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void Init(wxDC * dc, wxBitmap& buffer,
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int style = wxBUFFER_CLIENT_AREA);
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//@}
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};
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@@ -104,7 +104,7 @@ public:
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/**
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@class wxAutoBufferedPaintDC
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@wxheader{dcbuffer.h}
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This wxDC derivative can be used inside of an @c OnPaint() event handler to
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achieve
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double-buffered drawing. Just create an object of this class instead of
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@@ -113,15 +113,15 @@ public:
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with wxBG_STYLE_CUSTOM somewhere in the class initialization code, and that's
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all you have
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to do to (mostly) avoid flicker.
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The difference between wxBufferedPaintDC and this class,
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is the lightweigthness - on platforms which have native double-buffering,
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wxAutoBufferedPaintDC is simply
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a typedef of wxPaintDC. Otherwise, it is a typedef of wxBufferedPaintDC.
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@library{wxbase}
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@category{dc}
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@seealso
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wxDC, wxBufferedPaintDC
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*/
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@@ -138,7 +138,7 @@ public:
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/**
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@class wxBufferedPaintDC
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@wxheader{dcbuffer.h}
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This is a subclass of wxBufferedDC which can be used
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inside of an @c OnPaint() event handler. Just create an object of this class
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instead
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@@ -150,10 +150,10 @@ public:
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using this class together with wxScrolledWindow, you probably
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do @b not want to call wxScrolledWindow::PrepareDC on it as it
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already does this internally for the real underlying wxPaintDC.
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@library{wxcore}
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@category{dc}
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@seealso
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wxDC, wxBufferedDC, wxAutoBufferedPaintDC
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*/
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@@ -176,8 +176,8 @@ public:
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*/
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wxBufferedPaintDC(wxWindow * window, wxBitmap& buffer,
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int style = wxBUFFER_CLIENT_AREA);
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wxBufferedPaintDC(wxWindow * window,
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int style = wxBUFFER_CLIENT_AREA);
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wxBufferedPaintDC(wxWindow * window,
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int style = wxBUFFER_CLIENT_AREA);
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//@}
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/**
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