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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: dcbuffer.h
3 // Purpose: interface of wxBufferedDC
4 // Author: wxWidgets team
5 // RCS-ID: $Id$
6 // Licence: wxWindows licence
7 /////////////////////////////////////////////////////////////////////////////
8
9 // Assumes the buffer bitmap covers the entire scrolled window,
10 // and prepares the window DC accordingly
11 #define wxBUFFER_VIRTUAL_AREA 0x01
12
13 // Assumes the buffer bitmap only covers the client area;
14 // does not prepare the window DC
15 #define wxBUFFER_CLIENT_AREA 0x02
16
17 // Set when not using specific buffer bitmap. Note that this
18 // is private style and not returned by GetStyle.
19 #define wxBUFFER_USES_SHARED_BUFFER 0x04
20
21
22 /**
23 @class wxBufferedDC
24
25 This class provides a simple way to avoid flicker: when drawing on it,
26 everything is in fact first drawn on an in-memory buffer (a wxBitmap) and
27 then copied to the screen, using the associated wxDC, only once, when this
28 object is destroyed. wxBufferedDC itself is typically associated with
29 wxClientDC, if you want to use it in your @c EVT_PAINT handler, you should
30 look at wxBufferedPaintDC instead.
31
32 When used like this, a valid @e DC must be specified in the constructor
33 while the @e buffer bitmap doesn't have to be explicitly provided, by
34 default this class will allocate the bitmap of required size itself.
35 However using a dedicated bitmap can speed up the redrawing process by
36 eliminating the repeated creation and destruction of a possibly big bitmap.
37 Otherwise, wxBufferedDC can be used in the same way as any other device
38 context.
39
40 There is another possible use for wxBufferedDC is to use it to maintain a
41 backing store for the window contents. In this case, the associated @e DC
42 may be @NULL but a valid backing store bitmap should be specified.
43
44 Finally, please note that GTK+ 2.0 as well as OS X provide double buffering
45 themselves natively. You can either use wxWindow::IsDoubleBuffered() to
46 determine whether you need to use buffering or not, or use
47 wxAutoBufferedPaintDC to avoid needless double buffering on the systems
48 which already do it automatically.
49
50 @library{wxcore}
51 @category{dc}
52
53 @see wxDC, wxMemoryDC, wxBufferedPaintDC, wxAutoBufferedPaintDC
54 */
55 class wxBufferedDC : public wxMemoryDC
56 {
57 public:
58 /**
59 Default constructor. You must call one of the Init() methods later in
60 order to use the device context.
61 */
62 wxBufferedDC();
63
64 /**
65 Creates a buffer for the provided @a dc. Init() must not be called when
66 using this constructor.
67
68 @param dc
69 The underlying DC: everything drawn to this object will be flushed
70 to this DC when this object is destroyed. You may pass @NULL in
71 order to just initialize the buffer, and not flush it.
72 @param area
73 The size of the bitmap to be used for buffering (this bitmap is
74 created internally when it is not given explicitly).
75 @param style
76 wxBUFFER_CLIENT_AREA to indicate that just the client area of the
77 window is buffered, or wxBUFFER_VIRTUAL_AREA to indicate that the
78 buffer bitmap covers the virtual area.
79 */
80 wxBufferedDC(wxDC* dc, const wxSize& area,
81 int style = wxBUFFER_CLIENT_AREA);
82
83 /**
84 Creates a buffer for the provided dc. Init() must not be called when
85 using this constructor.
86
87 @param dc
88 The underlying DC: everything drawn to this object will be flushed
89 to this DC when this object is destroyed. You may pass @NULL in
90 order to just initialize the buffer, and not flush it.
91 @param buffer
92 Explicitly provided bitmap to be used for buffering: this is the
93 most efficient solution as the bitmap doesn't have to be recreated
94 each time but it also requires more memory as the bitmap is never
95 freed. The bitmap should have appropriate size, anything drawn
96 outside of its bounds is clipped.
97 @param style
98 wxBUFFER_CLIENT_AREA to indicate that just the client area of the
99 window is buffered, or wxBUFFER_VIRTUAL_AREA to indicate that the
100 buffer bitmap covers the virtual area.
101 */
102 wxBufferedDC(wxDC* dc, wxBitmap& buffer = wxNullBitmap,
103 int style = wxBUFFER_CLIENT_AREA);
104
105 /**
106 Copies everything drawn on the DC so far to the underlying DC
107 associated with this object, if any.
108 */
109 virtual ~wxBufferedDC();
110
111 //@{
112 /**
113 Initializes the object created using the default constructor. Please
114 see the constructors for parameter details.
115 */
116 void Init(wxDC* dc, const wxSize& area,
117 int style = wxBUFFER_CLIENT_AREA);
118 void Init(wxDC* dc, wxBitmap& buffer = wxNullBitmap,
119 int style = wxBUFFER_CLIENT_AREA);
120 //@}
121 };
122
123
124
125 /**
126 @class wxAutoBufferedPaintDC
127
128 This wxDC derivative can be used inside of an @c EVT_PAINT() event handler
129 to achieve double-buffered drawing. Just use this class instead of
130 wxPaintDC and make sure wxWindow::SetBackgroundStyle() is called with
131 wxBG_STYLE_PAINT somewhere in the class initialization code, and that's
132 all you have to do to (mostly) avoid flicker.
133
134 The difference between wxBufferedPaintDC and this class is that this class
135 won't double-buffer on platforms which have native double-buffering
136 already, avoiding any unnecessary buffering to avoid flicker.
137
138 wxAutoBufferedPaintDC is simply a typedef of wxPaintDC on platforms that
139 have native double-buffering, otherwise, it is a typedef of
140 wxBufferedPaintDC.
141
142 @library{wxbase}
143 @category{dc}
144
145 @see wxDC, wxBufferedPaintDC, wxPaintDC
146 */
147 class wxAutoBufferedPaintDC : public wxBufferedPaintDC
148 {
149 public:
150 /**
151 Constructor. Pass a pointer to the window on which you wish to paint.
152 */
153 wxAutoBufferedPaintDC(wxWindow* window);
154 };
155
156
157
158 /**
159 @class wxBufferedPaintDC
160
161 This is a subclass of wxBufferedDC which can be used inside of an
162 @c EVT_PAINT() event handler to achieve double-buffered drawing. Just use
163 this class instead of wxPaintDC and make sure
164 wxWindow::SetBackgroundStyle() is called with wxBG_STYLE_PAINT somewhere
165 in the class initialization code, and that's all you have to do to (mostly)
166 avoid flicker. The only thing to watch out for is that if you are using
167 this class together with wxScrolled, you probably do @b not want to call
168 wxScrolled::PrepareDC() on it as it already does this internally for the
169 real underlying wxPaintDC.
170
171 @library{wxcore}
172 @category{dc}
173
174 @see wxDC, wxBufferedDC, wxAutoBufferedPaintDC, wxPaintDC
175 */
176 class wxBufferedPaintDC : public wxBufferedDC
177 {
178 public:
179 //@{
180 /**
181 As with wxBufferedDC, you may either provide the bitmap to be used for
182 buffering or let this object create one internally (in the latter case,
183 the size of the client part of the window is used).
184
185 Pass wxBUFFER_CLIENT_AREA for the @a style parameter to indicate that
186 just the client area of the window is buffered, or
187 wxBUFFER_VIRTUAL_AREA to indicate that the buffer bitmap covers the
188 virtual area.
189 */
190 wxBufferedPaintDC(wxWindow* window, wxBitmap& buffer,
191 int style = wxBUFFER_CLIENT_AREA);
192 wxBufferedPaintDC(wxWindow* window,
193 int style = wxBUFFER_CLIENT_AREA);
194 //@}
195
196 /**
197 Copies everything drawn on the DC so far to the window associated with
198 this object, using a wxPaintDC.
199 */
200 virtual ~wxBufferedPaintDC();
201 };
202