/////////////////////////////////////////////////////////////////////////////
-// Name: dc
+// Name: dc.h
// Purpose: topic overview
// Author: wxWidgets team
// RCS-ID: $Id$
-// Licence: wxWindows license
+// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
-/*!
-
- @page dc_overview Device context overview
-
- Classes: #wxBufferedDC, #wxBufferedPaintDC, #wxDC, #wxPostScriptDC,
- #wxMetafileDC, #wxMemoryDC, #wxPrinterDC,
- #wxScreenDC, #wxClientDC, #wxPaintDC,
- #wxWindowDC.
- A wxDC is a @e device context onto which graphics and text can be drawn.
- The device context is intended to represent a number of output devices in a generic way,
- with the same API being used throughout.
- Some device contexts are created temporarily in order to draw on a window.
- This is @true of #wxScreenDC, #wxClientDC, #wxPaintDC,
- and #wxWindowDC. The following describes the differences between
- these device contexts and when you should use them.
-
-
- @b wxScreenDC. Use this to paint on the screen, as opposed to an individual window.
- @b wxClientDC. Use this to paint on the client area of window (the part without
- borders and other decorations), but do not use it from within an #wxPaintEvent.
- @b wxPaintDC. Use this to paint on the client area of a window, but @e only from
- within a #wxPaintEvent.
- @b wxWindowDC. Use this to paint on the whole area of a window, including decorations.
- This may not be available on non-Windows platforms.
-
-
- To use a client, paint or window device context, create an object on the stack with
- the window as argument, for example:
-
- @code
- void MyWindow::OnMyCmd(wxCommandEvent& event)
- {
- wxClientDC dc(window);
- DrawMyPicture(dc);
- }
- @endcode
-
- Try to write code so it is parameterised by wxDC - if you do this, the same piece of code may
- write to a number of different devices, by passing a different device context. This doesn't
- work for everything (for example not all device contexts support bitmap drawing) but
- will work most of the time.
-
- */
-
-
+/**
+
+@page overview_dc Device Contexts
+
+A wxDC is a @e device context onto which graphics and text can be drawn.
+The device context is intended to represent a number of output devices in a
+generic way, with the same API being used throughout.
+
+Some device contexts are created temporarily in order to draw on a window.
+This is @true of wxScreenDC, wxClientDC, wxPaintDC, and wxWindowDC.
+The following describes the differences between these device contexts and
+when you should use them.
+
+@li @b wxScreenDC. Use this to paint on the screen, as opposed to an individual window.
+@li @b wxClientDC. Use this to paint on the client area of window (the part without
+ borders and other decorations), but do not use it from within an wxPaintEvent.
+@li @b wxPaintDC. Use this to paint on the client area of a window, but @e only from
+ within a wxPaintEvent.
+@li @b wxWindowDC. Use this to paint on the whole area of a window, including decorations.
+ This may not be available on non-Windows platforms.
+
+To use a client, paint or window device context, create an object on the stack with
+the window as argument, for example:
+
+@code
+void MyWindow::OnMyCmd(wxCommandEvent& event)
+{
+ wxClientDC dc(window);
+ DrawMyPicture(dc);
+}
+@endcode
+
+Try to write code so it is parameterised by wxDC - if you do this, the same piece of code may
+write to a number of different devices, by passing a different device context. This doesn't
+work for everything (for example not all device contexts support bitmap drawing) but
+will work most of the time.
+
+@see @ref group_class_dc
+
+*/