some changes to make epydoc happy

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@42104 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Robin Dunn 2006-10-18 23:50:01 +00:00
parent 26e4b9d063
commit 72156afeb5

View File

@ -1288,6 +1288,124 @@ destroyed safely.", "");
};
//---------------------------------------------------------------------------
%newgroup
MustHaveApp(wxScreenDC);
DocStr(wxScreenDC,
"A wxScreenDC can be used to paint anywhere on the screen. This should
normally be constructed as a temporary stack object; don't store a
wxScreenDC object.
", "");
class wxScreenDC : public wxDC {
public:
wxScreenDC();
DocDeclStrName(
bool , StartDrawingOnTop(wxWindow* window),
"Specify that the area of the screen to be drawn upon coincides with
the given window.
:see: `EndDrawingOnTop`", "",
StartDrawingOnTopWin);
DocDeclStr(
bool , StartDrawingOnTop(wxRect* rect = NULL),
"Specify that the area is the given rectangle, or the whole screen if
``None`` is passed.
:see: `EndDrawingOnTop`", "");
DocDeclStr(
bool , EndDrawingOnTop(),
"Use this in conjunction with `StartDrawingOnTop` or
`StartDrawingOnTopWin` to ensure that drawing to the screen occurs on
top of existing windows. Without this, some window systems (such as X)
only allow drawing to take place underneath other windows.
You might use this pair of functions when implementing a drag feature,
for example as in the `wx.SplitterWindow` implementation.
These functions are probably obsolete since the X implementations
allow drawing directly on the screen now. However, the fact that this
function allows the screen to be refreshed afterwards may be useful
to some applications.", "");
};
//---------------------------------------------------------------------------
%newgroup
MustHaveApp(wxWindowDC);
DocStr(wxWindowDC,
"A wx.WindowDC must be constructed if an application wishes to paint on
the whole area of a window (client and decorations). This should
normally be constructed as a temporary stack object; don't store a
wx.WindowDC object.","");
class wxWindowDC : public wxDC {
public:
DocCtorStr(
wxWindowDC(wxWindow* win),
"Constructor. Pass the window on which you wish to paint.","");
};
//---------------------------------------------------------------------------
%newgroup
MustHaveApp(wxClientDC);
DocStr(wxClientDC,
"A wx.ClientDC must be constructed if an application wishes to paint on
the client area of a window from outside an EVT_PAINT event. This should
normally be constructed as a temporary stack object; don't store a
wx.ClientDC object long term.
To draw on a window from within an EVT_PAINT handler, construct a
`wx.PaintDC` object.
To draw on the whole window including decorations, construct a
`wx.WindowDC` object (Windows only).
", "");
class wxClientDC : public wxWindowDC {
public:
DocCtorStr(
wxClientDC(wxWindow* win),
"Constructor. Pass the window on which you wish to paint.", "");
};
//---------------------------------------------------------------------------
%newgroup
MustHaveApp(wxPaintDC);
DocStr(wxPaintDC,
"A wx.PaintDC must be constructed if an application wishes to paint on
the client area of a window from within an EVT_PAINT event
handler. This should normally be constructed as a temporary stack
object; don't store a wx.PaintDC object. If you have an EVT_PAINT
handler, you **must** create a wx.PaintDC object within it even if you
don't actually use it.
Using wx.PaintDC within EVT_PAINT handlers is important because it
automatically sets the clipping area to the damaged area of the
window. Attempts to draw outside this area do not appear.
To draw on a window from outside EVT_PAINT handlers, construct a
`wx.ClientDC` object.
","");
class wxPaintDC : public wxClientDC {
public:
DocCtorStr(
wxPaintDC(wxWindow* win),
"Constructor. Pass the window on which you wish to paint.", "");
};
//---------------------------------------------------------------------------
%newgroup
@ -1422,150 +1540,47 @@ window is automatically used).", "");
//---------------------------------------------------------------------------
%newgroup
MustHaveApp(wxScreenDC);
DocStr(wxScreenDC,
"A wxScreenDC can be used to paint anywhere on the screen. This should
normally be constructed as a temporary stack object; don't store a
wxScreenDC object.
", "");
class wxScreenDC : public wxDC {
public:
wxScreenDC();
DocDeclStrName(
bool , StartDrawingOnTop(wxWindow* window),
"Specify that the area of the screen to be drawn upon coincides with
the given window.
:see: `EndDrawingOnTop`", "",
StartDrawingOnTopWin);
DocDeclStr(
bool , StartDrawingOnTop(wxRect* rect = NULL),
"Specify that the area is the given rectangle, or the whole screen if
``None`` is passed.
:see: `EndDrawingOnTop`", "");
DocDeclStr(
bool , EndDrawingOnTop(),
"Use this in conjunction with `StartDrawingOnTop` or
`StartDrawingOnTopWin` to ensure that drawing to the screen occurs on
top of existing windows. Without this, some window systems (such as X)
only allow drawing to take place underneath other windows.
You might use this pair of functions when implementing a drag feature,
for example as in the `wx.SplitterWindow` implementation.
These functions are probably obsolete since the X implementations
allow drawing directly on the screen now. However, the fact that this
function allows the screen to be refreshed afterwards may be useful
to some applications.", "");
};
//---------------------------------------------------------------------------
%newgroup
MustHaveApp(wxWindowDC);
DocStr(wxWindowDC,
"A wx.WindowDC must be constructed if an application wishes to paint on
the whole area of a window (client and decorations). This should
normally be constructed as a temporary stack object; don't store a
wx.WindowDC object.","");
class wxWindowDC : public wxDC {
public:
DocCtorStr(
wxWindowDC(wxWindow* win),
"Constructor. Pass the window on which you wish to paint.","");
};
//---------------------------------------------------------------------------
%newgroup
MustHaveApp(wxClientDC);
DocStr(wxClientDC,
"A wx.ClientDC must be constructed if an application wishes to paint on
the client area of a window from outside an EVT_PAINT event. This should
normally be constructed as a temporary stack object; don't store a
wx.ClientDC object long term.
To draw on a window from within an EVT_PAINT handler, construct a
`wx.PaintDC` object.
To draw on the whole window including decorations, construct a
`wx.WindowDC` object (Windows only).
", "");
class wxClientDC : public wxWindowDC {
public:
DocCtorStr(
wxClientDC(wxWindow* win),
"Constructor. Pass the window on which you wish to paint.", "");
};
//---------------------------------------------------------------------------
%newgroup
MustHaveApp(wxPaintDC);
DocStr(wxPaintDC,
"A wx.PaintDC must be constructed if an application wishes to paint on
the client area of a window from within an EVT_PAINT event
handler. This should normally be constructed as a temporary stack
object; don't store a wx.PaintDC object. If you have an EVT_PAINT
handler, you **must** create a wx.PaintDC object within it even if you
don't actually use it.
Using wx.PaintDC within EVT_PAINT handlers is important because it
automatically sets the clipping area to the damaged area of the
window. Attempts to draw outside this area do not appear.
To draw on a window from outside EVT_PAINT handlers, construct a
`wx.ClientDC` object.
","");
class wxPaintDC : public wxClientDC {
public:
DocCtorStr(
wxPaintDC(wxWindow* win),
"Constructor. Pass the window on which you wish to paint.", "");
};
//---------------------------------------------------------------------------
%newgroup
%pythoncode {
if 'wxMac' in wx.PlatformInfo or 'gtk2' in wx.PlatformInfo:
_AutoBufferedPaintDCBase = PaintDC
else:
_AutoBufferedPaintDCBase = BufferedPaintDC
// Epydoc doesn't like this for some strange reason...
// %pythoncode {
// if 'wxMac' in wx.PlatformInfo or 'gtk2' in wx.PlatformInfo:
// _AutoBufferedPaintDCBase = PaintDC
// else:
// _AutoBufferedPaintDCBase = BufferedPaintDC
class AutoBufferedPaintDC(_AutoBufferedPaintDCBase):
"""
If the current platform double buffers by default then this DC is the
same as a plain `wx.PaintDC`, otherwise it is a `wx.BufferedPaintDC`.
// class AutoBufferedPaintDC(_AutoBufferedPaintDCBase):
// """
// If the current platform double buffers by default then this DC is the
// same as a plain `wx.PaintDC`, otherwise it is a `wx.BufferedPaintDC`.
:see: `wx.AutoBufferedPaintDCFactory`
"""
def __init__(self, window):
_AutoBufferedPaintDCBase.__init__(self, window)
}
// :see: `wx.AutoBufferedPaintDCFactory`
// """
// def __init__(self, window):
// _AutoBufferedPaintDCBase.__init__(self, window)
// }
DocStr(wxAutoBufferedPaintDC,
"If the current platform double buffers by default then this DC is the
same as a plain `wx.PaintDC`, otherwise it is a `wx.BufferedPaintDC`.
:see: `wx.AutoBufferedPaintDCFactory`
", "");
class wxAutoBufferedPaintDC: public wxDC
{
public:
wxAutoBufferedPaintDC(wxWindow* win);
};
%newobject wxAutoBufferedPaintDCFactory;
DocDeclStr(
wxDC* , wxAutoBufferedPaintDCFactory(wxWindow* window),
"Checks if the window is natively double buffered and will return a
`wx.PaintDC` if it is, a `wx.BufferedPaintDC` otherwise. The
advantage of this function over `wx.AutoBufferedPaintDC` is that this
function will check if the the specified window supports has
double-buffering enabled rather than just going by platform defaults.", "");
`wx.PaintDC` if it is, a `wx.BufferedPaintDC` otherwise. The advantage of
this function over `wx.AutoBufferedPaintDC` is that this function will check
if the the specified window has double-buffering enabled rather than just
going by platform defaults.", "");