Note that all available wxBitmapHandlers for a given wxWidgets port are
automatically loaded at startup so you won't need to use wxBitmap::AddHandler.
+ More on the difference between wxImage and wxBitmap: wxImage is just a
+ buffer of RGB bytes with an optional buffer for the alpha bytes. It is all
+ generic, platform independent and image file format independent code. It
+ includes generic code for scaling, resizing, clipping, and other manipulations
+ of the image data. OTOH, wxBitmap is intended to be a wrapper of whatever is
+ the native image format that is quickest/easiest to draw to a DC or to be the
+ target of the drawing operations performed on a wxMemoryDC. By splitting the
+ responsibilities between wxImage/wxBitmap like this then it's easier to use
+ generic code shared by all platforms and image types for generic operations and
+ platform specific code where performance or compatibility is needed.
+
@library{wxcore}
@category{gdi}
In wxPerl use Wx::Bitmap->newFromBits(bits, width, height, depth).
@endWxPerlOnly
*/
- wxBitmap(const char bits[], int width, int height, int depth = 1);
+ wxBitmap(const char* bits[], int width, int height, int depth = 1);
/**
Creates a new bitmap. A depth of ::wxBITMAP_SCREEN_DEPTH indicates the
/**
Returns disabled (dimmed) version of the bitmap.
+
+ This method is not available when <code>wxUSE_IMAGE == 0</code>.
+
@since 2.9.0
*/
wxBitmap ConvertToDisabled(unsigned char brightness = 255) const;