virtual bool , Show( bool show = True ),
"Shows or hides the window. You may need to call Raise for a top level
window if you want to bring it to top, although this is not needed if
virtual bool , Show( bool show = True ),
"Shows or hides the window. You may need to call Raise for a top level
window if you want to bring it to top, although this is not needed if
-Show() is called immediately after the frame creation. Returns true
-if the window has been shown or hidden or false if nothing was done
+Show is called immediately after the frame creation. Returns True if
+the window has been shown or hidden or False if nothing was done
virtual bool , AcceptsFocusFromKeyboard() const,
"Can this window be given focus by keyboard navigation? if not, the
only way to give it focus (provided it accepts it at all) is to click
virtual bool , AcceptsFocusFromKeyboard() const,
"Can this window be given focus by keyboard navigation? if not, the
only way to give it focus (provided it accepts it at all) is to click
DocDeclStr(
virtual wxWindow *, GetDefaultItem() const,
"Get the default child of this parent, i.e. the one which is activated
DocDeclStr(
virtual wxWindow *, GetDefaultItem() const,
"Get the default child of this parent, i.e. the one which is activated
// ---------------------------
DocStr(ConvertDialogToPixels,
// ---------------------------
DocStr(ConvertDialogToPixels,
- "Converts a point or size from dialog units to pixels. Dialog units are
-used for maintaining a dialog's proportions even if the font
+ "Converts a point or size from dialog units to pixels. Dialog units
+are used for maintaining a dialog's proportions even if the font
changes. For the x dimension, the dialog units are multiplied by the
average character width and then divided by 4. For the y dimension,
the dialog units are multiplied by the average character height and
changes. For the x dimension, the dialog units are multiplied by the
average character width and then divided by 4. For the y dimension,
the dialog units are multiplied by the average character height and