1666f58bc6
Since OS X 10.12 it has been named macOS so it makes sense to reference it in documentation as such, even when it sometimes refers to older versions which were called (Mac) OS X.
230 lines
8.3 KiB
Objective-C
230 lines
8.3 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: dcbuffer.h
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// Purpose: interface of wxBufferedDC
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// Author: wxWidgets team
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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// Assumes the buffer bitmap covers the entire scrolled window,
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// and prepares the window DC accordingly
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#define wxBUFFER_VIRTUAL_AREA 0x01
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// Assumes the buffer bitmap only covers the client area;
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// does not prepare the window DC
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#define wxBUFFER_CLIENT_AREA 0x02
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// Set when not using specific buffer bitmap. Note that this
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// is private style and not returned by GetStyle.
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#define wxBUFFER_USES_SHARED_BUFFER 0x04
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/**
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@class wxBufferedDC
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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 wxBitmap) and
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then copied to the screen, using the associated wxDC, only once, when this
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object is destroyed. wxBufferedDC itself is typically associated with
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wxClientDC, if you want to use it in your @c EVT_PAINT handler, you should
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look at 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.
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However using a dedicated bitmap can speed up the redrawing process by
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eliminating the repeated creation and destruction of a possibly big bitmap.
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Otherwise, wxBufferedDC can be used in the same way as any other device
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context.
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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 macOS provide double buffering
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themselves natively. You can either use wxWindow::IsDoubleBuffered() to
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determine whether you need to use buffering or not, or use
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wxAutoBufferedPaintDC to avoid needless double buffering on the systems
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which already do it automatically.
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@library{wxcore}
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@category{dc}
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@see wxDC, wxMemoryDC, wxBufferedPaintDC, wxAutoBufferedPaintDC
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*/
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class wxBufferedDC : public wxMemoryDC
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{
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public:
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/**
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Default constructor. You must call one of the Init() methods later in
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order to use the device context.
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*/
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wxBufferedDC();
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/**
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Creates a buffer for the provided @a dc. Init() must not be called when
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using this constructor.
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@param dc
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The underlying DC: everything drawn to this object will be flushed
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to this DC when this object is destroyed. You may pass @NULL in
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order to just initialize the buffer, and not flush it.
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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 style
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wxBUFFER_CLIENT_AREA to indicate that just the client area of the
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window is buffered, or wxBUFFER_VIRTUAL_AREA to indicate that the
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buffer bitmap covers the virtual area.
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*/
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wxBufferedDC(wxDC* dc, const wxSize& area,
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int style = wxBUFFER_CLIENT_AREA);
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/**
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Creates a buffer for the provided dc. Init() must not be called when
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using this constructor.
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@param dc
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The underlying DC: everything drawn to this object will be flushed
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to this DC when this object is destroyed. You may pass @NULL in
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order to just initialize the buffer, and not flush it.
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@param buffer
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Explicitly provided bitmap to be used for buffering: this is the
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most efficient solution as the bitmap doesn't have to be recreated
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each time but it also requires more memory as the bitmap is never
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freed. The bitmap should have appropriate size, anything drawn
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outside of its bounds is clipped.
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@param style
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wxBUFFER_CLIENT_AREA to indicate that just the client area of the
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window is buffered, or wxBUFFER_VIRTUAL_AREA to indicate that the
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buffer bitmap covers the virtual area.
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*/
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wxBufferedDC(wxDC* dc, wxBitmap& buffer = wxNullBitmap,
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int style = wxBUFFER_CLIENT_AREA);
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/**
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Copies everything drawn on the DC so far to the underlying DC
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associated with this object, if any.
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*/
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virtual ~wxBufferedDC();
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//@{
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/**
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Initializes the object created using the default constructor. Please
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see the constructors for parameter details.
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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 = wxNullBitmap,
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int style = wxBUFFER_CLIENT_AREA);
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//@}
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/**
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Blits the buffer to the dc, and detaches the dc from the buffer (so it
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can be effectively used once only).
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Usually only called in the destructor or by the destructor of derived
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classes if the BufferedDC must blit before the derived class (which may
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own the dc it's blitting to) is destroyed.
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*/
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void UnMask();
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/**
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Set the style.
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*/
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void SetStyle(int style);
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/**
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Get the style.
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*/
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int GetStyle() const;
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};
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/**
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@class wxAutoBufferedPaintDC
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This wxDC derivative can be used inside of an @c EVT_PAINT() event handler
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to achieve double-buffered drawing. Just use this class instead of
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wxPaintDC and make sure wxWindow::SetBackgroundStyle() is called with
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wxBG_STYLE_PAINT somewhere in the class initialization code, and that's
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all you have to do to (mostly) avoid flicker.
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The difference between wxBufferedPaintDC and this class is that this class
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won't double-buffer on platforms which have native double-buffering
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already, avoiding any unnecessary buffering to avoid flicker.
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wxAutoBufferedPaintDC is simply a typedef of wxPaintDC on platforms that
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have native double-buffering, otherwise, it is a typedef of
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wxBufferedPaintDC.
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@library{wxcore}
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@category{dc}
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@see wxDC, wxBufferedPaintDC, wxPaintDC
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*/
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class wxAutoBufferedPaintDC : public wxBufferedPaintDC
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{
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public:
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/**
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Constructor. Pass a pointer to the window on which you wish to paint.
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*/
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wxAutoBufferedPaintDC(wxWindow* window);
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};
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/**
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* Check if the window is natively double buffered and will return a wxPaintDC
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* if it is, a wxBufferedPaintDC otherwise. It is the caller's responsibility
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* to delete the wxDC pointer when finished with it.
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*/
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wxDC* wxAutoBufferedPaintDCFactory(wxWindow* window);
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/**
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@class wxBufferedPaintDC
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This is a subclass of wxBufferedDC which can be used inside of an
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@c EVT_PAINT() event handler to achieve double-buffered drawing. Just use
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this class instead of wxPaintDC and make sure
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wxWindow::SetBackgroundStyle() is called with wxBG_STYLE_PAINT somewhere
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in the class initialization code, and that's all you have to do to (mostly)
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avoid flicker. The only thing to watch out for is that if you are using
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this class together with wxScrolled, you probably do @b not want to call
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wxScrolled::PrepareDC() on it as it already does this internally for the
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real underlying wxPaintDC.
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@library{wxcore}
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@category{dc}
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@see wxDC, wxBufferedDC, wxAutoBufferedPaintDC, wxPaintDC
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*/
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class wxBufferedPaintDC : public wxBufferedDC
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{
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public:
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//@{
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/**
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As with wxBufferedDC, you may either provide the bitmap to be used for
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buffering or let this object create one internally (in the latter case,
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the size of the client part of the window is used).
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Pass wxBUFFER_CLIENT_AREA for the @a style parameter to indicate that
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just the client area of the window is buffered, or
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wxBUFFER_VIRTUAL_AREA to indicate that the buffer bitmap covers the
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virtual area.
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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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//@}
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/**
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Copies everything drawn on the DC so far to the window associated with
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this object, using a wxPaintDC.
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*/
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virtual ~wxBufferedPaintDC();
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};
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