\section{Device context overview}\label{dcoverview} Classes: \helpref{wxBufferedDC}{wxbuffereddc}, \helpref{wxBufferedPaintDC}{wxbufferedpaintdc}, \helpref{wxDC}{wxdc}, \helpref{wxPostScriptDC}{wxpostscriptdc},\rtfsp \rtfsp\helpref{wxMetafileDC}{wxmetafiledc}, \helpref{wxMemoryDC}{wxmemorydc}, \helpref{wxPrinterDC}{wxprinterdc},\rtfsp \helpref{wxScreenDC}{wxscreendc}, \helpref{wxClientDC}{wxclientdc}, \helpref{wxPaintDC}{wxpaintdc},\rtfsp \helpref{wxWindowDC}{wxwindowdc}. A wxDC is a {\it 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 \helpref{wxScreenDC}{wxscreendc}, \helpref{wxClientDC}{wxclientdc}, \helpref{wxPaintDC}{wxpaintdc}, and \helpref{wxWindowDC}{wxwindowdc}. The following describes the differences between these device contexts and when you should use them. \begin{itemize}\itemsep=0pt \item {\bf wxScreenDC.} Use this to paint on the screen, as opposed to an individual window. \item {\bf 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 \helpref{wxPaintEvent}{wxpaintevent}. \item {\bf wxPaintDC.} Use this to paint on the client area of a window, but {\it only} from within a \helpref{wxPaintEvent}{wxpaintevent}. \item {\bf wxWindowDC.} Use this to paint on the whole area of a window, including decorations. This may not be available on non-Windows platforms. \end{itemize} To use a client, paint or window device context, create an object on the stack with the window as argument, for example: \begin{verbatim} void MyWindow::OnMyCmd(wxCommandEvent& event) { wxClientDC dc(window); DrawMyPicture(dc); } \end{verbatim} 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.