docstring update

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@42421 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Robin Dunn 2006-10-26 03:28:14 +00:00
parent 59571b718e
commit 0a012f770e

View File

@ -1425,16 +1425,26 @@ DocStr(wxBufferedDC,
"This simple class provides a simple way to avoid flicker: when drawing
on it, everything is in fact first drawn on an in-memory buffer (a
`wx.Bitmap`) and then copied to the screen only once, when this object
is destroyed.
is destroyed. You can either provide a buffer bitmap yourself, and
reuse it the next time something needs painted, or you can let the
buffered DC create and provide a buffer bitmap itself.
It can be used in the same way as any other device context.
Buffered DCs can be used in the same way as any other device context.
wx.BufferedDC itself typically replaces `wx.ClientDC`, if you want to
use it in your EVT_PAINT handler, you should look at
`wx.BufferedPaintDC`.
`wx.BufferedPaintDC`. You can also use a wx.BufferedDC without
providing a target DC. In this case the operations done on the dc
will only be written to the buffer bitmap and *not* to any window, so
you will want to have provided the buffer bitmap and then reuse it
when it needs painted to the window.
Please note that GTK+ 2.0 and OS X provide double buffering themselves
natively. wxBufferedDC is aware of this however, and will bypass the buffering
unless an explicit buffer bitmap is given.
natively. You may want to use `wx.Window.IsDoubleBuffered` to
determine whether you need to use buffering or not, or use
`wx.AutoBufferedPaintDC` to avoid needless double buffering on systems
that already do it automatically.
", "");
class wxBufferedDC : public wxMemoryDC