%% Created: 07.02.04
%% RCS-ID: $Id$
%% Copyright: (c) 2004 Vadim Zeitlin
-%% License: wxWindows license
+%% License: wxWidgets license
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\section{\class{wxBufferedDC}}\label{wxbuffereddc}
This simple class provides a simple way to avoid flicker: when drawing on it,
-everything is in fact drawn on an in-memory buffer (a
-\helpref{wxBitmap}{wxbitmap}) and copied to the screen only once, when this
+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
\func{}{wxBufferedDC}{\void}
-\func{}{wxBufferedDC}{\param{wxDC *}{dc}, \param{const wxSize\& }{area}, \param{int }{flags}}
+\func{}{wxBufferedDC}{\param{wxDC *}{dc}, \param{const wxSize\& }{area}}
\func{}{wxBufferedDC}{\param{wxDC *}{dc}, \param{const wxBitmap\& }{buffer}}
\wxheading{Parameters}
\docparam{dc}{The underlying DC: everything drawn to this object will be
-flushed to this DC when this object is destroyed.}
+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 explicitely).}
-\docparam{flags}{Can currently only include the flag
-\texttt{wxBUFFER\_DC\_PRESERVE\_BG} which means that the existing background
-of \arg{dc} must be copied to this object before doing anything else, otherwise
-the background is overwritten (which is more efficient).}
-
\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
\membersection{wxBufferedDC::Init}\label{wxbuffereddcinit}
-\func{void}{Init}{\param{wxDC *}{dc}, \param{const wxSize\& }{area}, \param{int }{flags}}
+\func{void}{Init}{\param{wxDC *}{dc}, \param{const wxSize\& }{area}}
\func{void}{Init}{\param{wxDC *}{dc}, \param{const wxBitmap\& }{buffer}}
\membersection{wxBufferedDC::\destruct{wxBufferedDC}}\label{wxbuffereddcdtor}
Copies everything drawn on the DC so far to the underlying DC associated with
-this object.
+this object, if any.
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\section{\class{wxBufferedPaintDC}}\label{wxbufferedpaintdc}
This is a subclass of \helpref{wxBufferedDC}{wxbuffereddc} which can be used
-inside \texttt{OnPaint()} handler. Just create an object of this class instead
+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
\membersection{wxBufferedPaintDC::wxBufferedPaintDC}\label{wxbufferedpaintdcctor}
-\func{}{wxBufferedPaintDC}{\param{wxWindow *}{window}, \param{int }{flags}}
-
-\func{}{wxBufferedPaintDC}{\param{wxWindow *}{window}, \param{const wxBitmap\& }{buffer}}
+\func{}{wxBufferedPaintDC}{\param{wxWindow *}{window}, \param{const wxBitmap\& }{buffer = wxNullBitmap}}
As with \helpref{wxBufferedDC}{wxbuffereddcctor}, you may either provide the
bitmap to be used for buffering or let this object create one internally (in
\membersection{wxBufferedPaintDC::\destruct{wxBufferedPaintDC}}\label{wxbufferedpaintdcdtor}
Copies everything drawn on the DC so far to the window associated with this
-object.
+object, using a \helpref{wxPaintDC}{wxpaintdc}.