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This chapter is from the book

Summary

In this chapter, you have learned how to draw on device contexts and use the wxWidgets printing framework, and you received a quick introduction to wxGLCanvas. You can look at the following source code in your wxWidgets distribution for examples of drawing and printing code:

  • samples/drawing
  • samples/font
  • samples/erase
  • samples/image
  • samples/scroll
  • samples/printing
  • src/html/htmprint.cpp
  • demos/bombs
  • demos/fractal
  • demos/life

For advanced 2D drawing applications, you might want to consider the wxArt2D library, which offers loading and saving of graphical objects using SVG files (Scalable Vector Graphics), flicker-free updating, gradients, vector paths, and more. See Appendix E, "Third-Party Tools for wxWidgets," for where to get wxArt2D.

Next, we'll look at how your application can respond to mouse, keyboard, and joystick input.

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