%newgroup
+%{
+//-=-=-=-=-=-=-=-=-=-=-
+
+#if 1
+// Use the standard wxBufferedDC
+#include <wx/dcbuffer.h>
+
+#else
+
+// Or, temporarily put a set of classes here similar to the old buffered DC
+// classes until the real ones can be fixed to work "correctly" again.
+
+class wxBufferedDC : public wxMemoryDC
+{
+private:
+ wxDC *m_dc;
+ wxBitmap m_buffer;
+
+public:
+
+ wxBufferedDC() : m_dc( 0 ) {}
+
+ wxBufferedDC( wxDC *dc, const wxBitmap &buffer )
+ : m_dc( dc ), m_buffer( buffer )
+ {
+ SelectObject( m_buffer );
+ }
+
+ wxBufferedDC( wxDC *dc, const wxSize &area )
+ : m_dc( dc ), m_buffer( area.GetWidth(), area.GetHeight() )
+ {
+ SelectObject( m_buffer );
+ }
+
+ ~wxBufferedDC() {
+ if( m_dc != 0 )
+ UnMask();
+ }
+
+
+ void Init( wxDC *dc, const wxBitmap &buffer ) {
+ wxASSERT_MSG( m_dc == 0 && m_buffer == wxNullBitmap,
+ _T("wxBufferedDC already initialised") );
+ m_dc = dc;
+ m_buffer = buffer;
+ SelectObject( m_buffer );
+ }
+
+ void Init( wxDC *dc, const wxSize &area ) {
+ wxASSERT_MSG( m_dc == 0 && m_buffer == wxNullBitmap,
+ _T("wxBufferedDC already initialised") );
+ m_dc = dc;
+ m_buffer = wxBitmap( area.GetWidth(), area.GetHeight() );
+ SelectObject( m_buffer );
+ }
+
+ void UnMask() {
+ wxASSERT_MSG( m_dc != 0, _T("No low level DC associated with buffer (anymore)") );
+ m_dc->Blit( 0, 0, m_buffer.GetWidth(), m_buffer.GetHeight(), this, 0, 0 );
+ m_dc = 0;
+ }
+};
+
+
+class wxBufferedPaintDC : public wxBufferedDC
+{
+private:
+ wxPaintDC m_paintdc;
+
+public:
+ wxBufferedPaintDC( wxWindow *window, const wxBitmap &buffer = wxNullBitmap )
+ : m_paintdc( window )
+ {
+ window->PrepareDC( m_paintdc );
+
+ if( buffer != wxNullBitmap )
+ Init( &m_paintdc, buffer );
+ else
+ Init( &m_paintdc, window->GetClientSize() );
+ }
+
+ ~wxBufferedPaintDC() {
+ UnMask();
+ }
+};
+
+#endif
+//-=-=-=-=-=-=-=-=-=-=-
+%}
+
+
+
+
class wxBufferedDC : public wxMemoryDC
{
public:
{
public:
- // If no bitmap is supplied by the user, a temporary one wil; be created.
+ // If no bitmap is supplied by the user, a temporary one will be created.
wxBufferedPaintDC( wxWindow *window, const wxBitmap &buffer = wxNullBitmap );
};