This 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, using the associated wx.DC, only once, when this object is destroyed.
wx.BufferedDC itself is typically associated with wx.ClientDC, if you want to use it in your EVT_PAINT
handler, you should look at wx.BufferedPaintDC instead.
When used like this, a valid DC must be specified in the constructor while the buffer bitmap doesn’t have to be explicitly provided, by default this class will allocate the bitmap of required size itself. However using a dedicated bitmap can speed up the redrawing process by eliminating the repeated creation and destruction of a possibly big bitmap. Otherwise, wx.BufferedDC can be used in the same way as any other device context.
There is another possible use for wx.BufferedDC is to use it to maintain a backing store for the window contents. In this case, the associated DC may be None
but a valid backing store bitmap should be specified.
Finally, please note that GTK+ 2.0 as well as OS X provide float buffering themselves natively. You can either use wx.Window.IsDoubleBuffered
to determine whether you need to use buffering or not, or use wx.AutoBufferedPaintDC to avoid needless float buffering on the systems which already do it automatically.
See also
wx.DC, wx.MemoryDC, wx.BufferedPaintDC, wx.AutoBufferedPaintDC
__init__ |
Default constructor. |
GetStyle |
Get the style. |
Init |
Initializes the object created using the default constructor. |
SetStyle |
Set the style. |
UnMask |
Blits the buffer to the dc, and detaches the dc from the buffer (so it can be effectively used once only). |
wx.
BufferedDC
(MemoryDC)¶Possible constructors:
BufferedDC()
BufferedDC(dc, area, style=BUFFER_CLIENT_AREA)
BufferedDC(dc, buffer=NullBitmap, style=BUFFER_CLIENT_AREA)
This class provides a simple way to avoid flicker: when drawing on it, everything is in fact first drawn on an in-memory buffer (a Bitmap) and then copied to the screen, using the associated DC, only once, when this object is destroyed.
__init__
(self, *args, **kw)¶__init__ (self)
Default constructor.
You must call one of the Init
methods later in order to use the device context.
__init__ (self, dc, area, style=BUFFER_CLIENT_AREA)
Creates a buffer for the provided dc.
Init
must not be called when using this constructor.
Parameters: |
|
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__init__ (self, dc, buffer=NullBitmap, style=BUFFER_CLIENT_AREA)
Creates a buffer for the provided dc.
Init
must not be called when using this constructor.
Parameters: |
|
---|
GetStyle
(self)¶Get the style.
Return type: | int |
---|
Init
(self, *args, **kw)¶Initializes the object created using the default constructor.
Please see the constructors for parameter details.
Init (self, dc, area, style=BUFFER_CLIENT_AREA)
Parameters: |
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Init (self, dc, buffer=NullBitmap, style=BUFFER_CLIENT_AREA)
Parameters: |
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SetStyle
(self, style)¶Set the style.
Parameters: | style (int) – |
---|
UnMask
(self)¶Blits the buffer to the dc, and detaches the dc from the buffer (so it can be effectively used once only).
Usually only called in the destructor or by the destructor of derived classes if the BufferedDC must blit before the derived class (which may own the dc it’s blitting to) is destroyed.