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							- /////////////////////////////////////////////////////////////////////////////
 
- // Name:        dc.h
 
- // Purpose:     topic overview
 
- // Author:      wxWidgets team
 
- // Licence:     wxWindows licence
 
- /////////////////////////////////////////////////////////////////////////////
 
- /**
 
- @page overview_dc Device Contexts
 
- A wxDC is a @e device context onto which graphics and text can be drawn.
 
- The device context is intended to represent a number of output devices in a
 
- generic way, with the same API being used throughout.
 
- Some device contexts are created temporarily in order to draw on a window.
 
- This is @true of wxScreenDC, wxClientDC, wxPaintDC, and wxWindowDC.
 
- The following describes the differences between these device contexts and
 
- when you should use them.
 
- @li @b wxScreenDC. Use this to paint on the screen, as opposed to an individual window.
 
- @li @b wxClientDC. Use this to paint on the client area of window (the part without
 
-     borders and other decorations), but do not use it from within an wxPaintEvent.
 
- @li @b wxPaintDC. Use this to paint on the client area of a window, but @e only from
 
-     within a wxPaintEvent.
 
- @li @b wxWindowDC. Use this to paint on the whole area of a window, including decorations.
 
-     This may not be available on non-Windows platforms.
 
- To use a client, paint or window device context, create an object on the stack with
 
- the window as argument, for example:
 
- @code
 
- void MyWindow::OnMyCmd(wxCommandEvent& event)
 
- {
 
-     wxClientDC dc(window);
 
-     DrawMyPicture(dc);
 
- }
 
- @endcode
 
- Try to write code so it is parameterised by wxDC - if you do this, the same piece of code may
 
- write to a number of different devices, by passing a different device context. This doesn't
 
- work for everything (for example not all device contexts support bitmap drawing) but
 
- will work most of the time.
 
- @see @ref group_class_dc
 
- */
 
 
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