%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% Name: bufferdc.tex %% Purpose: wxBufferedDC documentation %% Author: Vadim Zeitlin %% Modified by: %% Created: 07.02.04 %% RCS-ID: $Id$ %% Copyright: (c) 2004 Vadim Zeitlin %% License: wxWindows license %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% \section{\class{wxBufferedDC}}\label{wxbuffereddc} This simple class provides a simple way to avoid flicker: when drawing on it, everything is in fact first drawn on an in-memory buffer (a \helpref{wxBitmap}{wxbitmap}) and then copied to the screen only once, when this object is destroyed. It can be used in the same way as any other device context. wxBufferedDC itself typically replaces \helpref{wxClientDC}{wxclientdc}, if you want to use it in your \texttt{OnPaint()} handler, you should look at \helpref{wxBufferedPaintDC}{wxbufferedpaintdc}. Please note that GTK+ 2.0 as well as OS X provide double buffering themselves natively so this class should normally not be used there. \wxheading{Derived from} \helpref{wxMemoryDC}{wxmemorydc}\\ \helpref{wxDC}{wxdc}\\ \helpref{wxObject}{wxobject} \wxheading{Include files} \wxheading{See also} \helpref{wxDC}{wxdc} \latexignore{\rtfignore{\wxheading{Members}}} \membersection{wxBufferedDC::wxBufferedDC}\label{wxbuffereddcctor} \func{}{wxBufferedDC}{\void} \func{}{wxBufferedDC}{\param{wxDC *}{dc}, \param{const wxSize\& }{area}, \param{int }{style = wxBUFFER\_CLIENT\_AREA}} \func{}{wxBufferedDC}{\param{wxDC *}{dc}, \param{const wxBitmap\& }{buffer}, \param{int }{style = wxBUFFER\_CLIENT\_AREA}} If you use the first, default, constructor, you must call one of the \helpref{Init}{wxbuffereddcinit} methods later in order to use the object. The other constructors initialize the object immediately and \texttt{Init()} must not be called after using them. \wxheading{Parameters} \docparam{dc}{The underlying DC: everything drawn to this object will be flushed to this DC when this object is destroyed. You may pass NULL in order to just initialize the buffer, and not flush it.} \docparam{area}{The size of the bitmap to be used for buffering (this bitmap is created internally when it is not given explicitly).} \docparam{buffer}{Explicitly provided bitmap to be used for buffering: this is the most efficient solution as the bitmap doesn't have to be recreated each time but it also requires more memory as the bitmap is never freed. The bitmap should have appropriate size, anything drawn outside of its bounds is clipped.} \docparam{style}{wxBUFFER\_CLIENT\_AREA to indicate that just the client area of the window is buffered, or wxBUFFER\_VIRTUAL\_AREA to indicate that the buffer bitmap covers the virtual area (in which case PrepareDC is automatically called for the actual window device context).} \membersection{wxBufferedDC::Init}\label{wxbuffereddcinit} \func{void}{Init}{\param{wxDC *}{dc}, \param{const wxSize\& }{area}, \param{int }{style = wxBUFFER\_CLIENT\_AREA}} \func{void}{Init}{\param{wxDC *}{dc}, \param{const wxBitmap\& }{buffer}, \param{int }{style = wxBUFFER\_CLIENT\_AREA}} These functions initialize the object created using the default constructor. Please see \helpref{constructors documentation}{wxbuffereddcctor} for details. % VZ: UnMask() intentionally not documented, we might want to make it private \membersection{wxBufferedDC::\destruct{wxBufferedDC}}\label{wxbuffereddcdtor} Copies everything drawn on the DC so far to the underlying DC associated with this object, if any. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% \section{\class{wxBufferedPaintDC}}\label{wxbufferedpaintdc} This is a subclass of \helpref{wxBufferedDC}{wxbuffereddc} which can be used inside of an \texttt{OnPaint()} event handler. Just create an object of this class instead of \helpref{wxPaintDC}{wxpaintdc} and that's all you have to do to (mostly) avoid flicker. The only thing to watch out for is that if you are using this class together with \helpref{wxScrolledWindow}{wxscrolledwindow}, you probably do \textbf{not} want to call \helpref{PrepareDC}{wxscrolledwindowpreparedc} on it as it already does this internally for the real underlying wxPaintDC. \wxheading{Derived from} \helpref{wxMemoryDC}{wxmemorydc}\\ \helpref{wxDC}{wxdc}\\ \helpref{wxObject}{wxobject} \wxheading{Include files} \latexignore{\rtfignore{\wxheading{Members}}} \membersection{wxBufferedPaintDC::wxBufferedPaintDC}\label{wxbufferedpaintdcctor} \func{}{wxBufferedPaintDC}{\param{wxWindow *}{window}, \param{const wxBitmap\& }{buffer}, \param{int }{style = wxBUFFER\_CLIENT\_AREA}} \func{}{wxBufferedPaintDC}{\param{wxWindow *}{window}, \param{int }{style = wxBUFFER\_CLIENT\_AREA}} As with \helpref{wxBufferedDC}{wxbuffereddcctor}, you may either provide the bitmap to be used for buffering or let this object create one internally (in the latter case, the size of the client part of the window is used). Pass wxBUFFER\_CLIENT\_AREA for the {\it style} parameter to indicate that just the client area of the window is buffered, or wxBUFFER\_VIRTUAL\_AREA to indicate that the buffer bitmap covers the virtual area (in which case PrepareDC is automatically called for the actual window device context). \membersection{wxBufferedPaintDC::\destruct{wxBufferedPaintDC}}\label{wxbufferedpaintdcdtor} Copies everything drawn on the DC so far to the window associated with this object, using a \helpref{wxPaintDC}{wxpaintdc}.