Type BufferedWindow
object
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Object
--+
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EvtHandler
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Window
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BufferedWindow
- Known Subclasses:
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SpeedMeter
A Buffered window class.
To use it, subclass it and define a Draw(DC) method that takes a DC
to draw to. In that method, put the code needed to draw the picture
you want. The window will automatically be double buffered, and the
screen will be automatically updated when a Paint event is received.
When the drawing needs to change, you app needs to call the
UpdateDrawing() method. Since the drawing is stored in a bitmap, you
can also save the drawing to file by calling the
SaveToFile(self,file_name,file_type) method.
Method Summary |
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__init__(self,
parent,
id,
pos,
size,
style,
bufferedstyle)
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Draw(self,
dc)
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OnPaint (self,
event)
All that is needed here is to draw the buffer to screen. |
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OnSize (self,
event)
The Buffer init is done here, to make sure the buffer is always
the same size as the Window. |
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UpdateDrawing (self)
This would get called if the drawing needed to change, for whatever reason. |
OnPaint(self,
event)
All that is needed here is to draw the buffer to screen.
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OnSize(self,
event)
The Buffer init is done here, to make sure the buffer is always
the same size as the Window.
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UpdateDrawing(self)
This would get called if the drawing needed to change, for whatever reason.
The idea here is that the drawing is based on some data generated
elsewhere in the system. if that data changes, the drawing needs to
be updated.
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