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/////////////////////////////////////////////////////////////////////////////
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// Purpose: interface of wxBufferedDC
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// Author: wxWidgets team
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// RCS-ID: $Id: dcbuffer.h 69135 2011-09-18 04:38:01Z RD $
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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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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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There is 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 OS X 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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@see wxDC, wxMemoryDC, wxBufferedPaintDC, wxAutoBufferedPaintDC
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class wxBufferedDC : public wxMemoryDC
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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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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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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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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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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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wxBufferedDC(wxDC* dc, const wxSize& area,
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int style = wxBUFFER_CLIENT_AREA);
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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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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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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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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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wxBufferedDC(wxDC* dc, wxBitmap& buffer = wxNullBitmap,
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int style = wxBUFFER_CLIENT_AREA);
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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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virtual ~wxBufferedDC();
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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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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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@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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@see wxDC, wxBufferedPaintDC, wxPaintDC
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class wxAutoBufferedPaintDC : public wxBufferedPaintDC
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Constructor. Pass a pointer to the window on which you wish to paint.
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wxAutoBufferedPaintDC(wxWindow* window);
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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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@see wxDC, wxBufferedDC, wxAutoBufferedPaintDC, wxPaintDC
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class wxBufferedPaintDC : public wxBufferedDC
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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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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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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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virtual ~wxBufferedPaintDC();