wxAnimationDecoders always load an input stream using some optimized format
to store it which is format-depedent. This allows to store a (possibly big)
animation using a format which is a good compromise between required memory
- and time required to blit in on the screen.
+ and time required to blit it on the screen.
- 2) wxAnimationDecoders contain the animation data in some internal var.
+ 2) wxAnimationDecoders contain the animation data in some internal variable.
That's why they derive from wxObjectRefData: they are data which can be shared.
3) wxAnimationDecoders can be used by a wxImageHandler to retrieve a frame
in wxImage format; the viceversa cannot be done.
- 4) wxAnimationDecoders are decoders only, thus do not support save features.
+ 4) wxAnimationDecoders are decoders only, thus they do not support save features.
5) wxAnimationDecoders are directly used by wxAnimation (generic implementation)
as wxObjectRefData while they need to be 'wrapped' by a wxImageHandler for
// Do not dispose. The graphic is to be left in place.
wxANIM_DONOTREMOVE = 0,
- // Restore to background color. The area used by the graphic must be
+ // Restore to background color. The area used by the graphic must be
// restored to the background color.
wxANIM_TOBACKGROUND = 1,
- // Restore to previous. The decoder is required to restore the area
+ // Restore to previous. The decoder is required to restore the area
// overwritten by the graphic with what was there prior to rendering the graphic.
wxANIM_TOPREVIOUS = 2
};