wxWidgets/interface/dcscreen.h

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/////////////////////////////////////////////////////////////////////////////
// Name: dcscreen.h
// Purpose: documentation for wxScreenDC class
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
/**
@class wxScreenDC
@wxheader{dcscreen.h}
A wxScreenDC can be used to paint on the screen.
This should normally be constructed as a temporary stack object; don't store
a wxScreenDC object.
@library{wxcore}
@category{dc}
@seealso
wxDC, wxMemoryDC, wxPaintDC, wxClientDC, wxWindowDC
*/
class wxScreenDC : public wxDC
{
public:
/**
Constructor.
*/
wxScreenDC();
/**
Use this in conjunction with StartDrawingOnTop().
This function destroys the temporary window created to implement on-top drawing
(X only).
*/
bool EndDrawingOnTop();
//@{
/**
Use this in conjunction with EndDrawingOnTop() to
ensure that drawing to the screen occurs on top of existing windows. Without
this,
some window systems (such as X) only allow drawing to take place underneath
other windows.
By using the first form of this function, an application is specifying that
the area that will be drawn on coincides with the given window.
By using the second form, an application can specify an area of the screen
which is to be drawn on. If @NULL is passed, the whole screen is available.
It is recommended that an area of the screen is specified because with large
regions,
flickering effects are noticeable when destroying the temporary transparent
window used
to implement this feature.
You might use this pair of functions when implementing a drag feature, for
example
as in the wxSplitterWindow implementation.
@remarks This function is probably obsolete since the X implementations
allow drawing directly on the screen now. However, the
fact that this function allows the screen to be
refreshed afterwards, may be useful to some
applications.
*/
bool StartDrawingOnTop(wxWindow* window);
bool StartDrawingOnTop(wxRect* rect = NULL);
//@}
};