wxWidgets/docs/doxygen/overviews/dc.h

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/////////////////////////////////////////////////////////////////////////////
// Name: dc
// Purpose: topic overview
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
/*!
@page dc_overview Device context overview
Classes: #wxBufferedDC, #wxBufferedPaintDC, #wxDC, #wxPostScriptDC,
#wxMetafileDC, #wxMemoryDC, #wxPrinterDC,
#wxScreenDC, #wxClientDC, #wxPaintDC,
#wxWindowDC.
A wxDC is a @e device context onto which graphics and text can be drawn.
The device context is intended to represent a number of output devices in a generic way,
with the same API being used throughout.
Some device contexts are created temporarily in order to draw on a window.
This is @true of #wxScreenDC, #wxClientDC, #wxPaintDC,
and #wxWindowDC. The following describes the differences between
these device contexts and when you should use them.
@b wxScreenDC. Use this to paint on the screen, as opposed to an individual window.
@b wxClientDC. Use this to paint on the client area of window (the part without
borders and other decorations), but do not use it from within an #wxPaintEvent.
@b wxPaintDC. Use this to paint on the client area of a window, but @e only from
within a #wxPaintEvent.
@b wxWindowDC. Use this to paint on the whole area of a window, including decorations.
This may not be available on non-Windows platforms.
To use a client, paint or window device context, create an object on the stack with
the window as argument, for example:
@code
void MyWindow::OnMyCmd(wxCommandEvent& event)
{
wxClientDC dc(window);
DrawMyPicture(dc);
}
@endcode
Try to write code so it is parameterised by wxDC - if you do this, the same piece of code may
write to a number of different devices, by passing a different device context. This doesn't
work for everything (for example not all device contexts support bitmap drawing) but
will work most of the time.
*/