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wxWidgets/docs/latex/wx/renderer.tex
2003-08-06 12:59:59 +00:00

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%% Name: renderer.tex
%% Purpose: wxRenderer and wxRendererNative documentation
%% Author: Vadim Zeitlin
%% Modified by:
%% Created: 06.08.03
%% RCS-ID: $Id$
%% Copyright: (c) 2003 Vadim Zeitlin <vadim@wxwindows.org>
%% License: wxWindows license
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
\section{\class{wxRenderer}}\label{wxrenderer}
First, a brief introduction into what is wxRenderer and why is it needed.
Usually wxWindows uses the underlying low level GUI system to draw all the
controls -- this is what we mean when we say that it is a ``native'' framework.
However not all controls exist under all (or even any) platforms and in this
case wxWindows provides a default, generic, implementation of them written in
wxWindows itself.
These controls however don't have the native appearance if only the standard
line drawing and other graphics primitives are used if only because the native
appearance is different under different platforms while the lines are always
drawn in the same way.
This is why we have renderers: wxRenderer is a class which virtualizes the
drawing, i.e. it abstracts the drawing operations and allows you to draw a,
say, button, without caring about how exactly this is done. Of course, as we
can draw the button differently in different renderers, this also allows us to
emulate the native look and feel.
So the renderers work by exposing a big set of high-level drawing functions
which are used by the generic controls. There is always a default global
renderer but it may be changed or extended by the user, see
\helpref{Render sample}{samplerender}.