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.