Programming with Quartz book cover

Programming with Quartz

2D and PDF Graphics in Mac OS X

Paperback, 704 Pages

Published: December 2005

Imprint: Morgan Kaufmann

ISBN: 978-0-12-369473-7

Reviews

  • "I strongly encourage non-Macintosh programmers to pick up this book and find out for themselves what a truly great development platform we have in the Macintosh. Programmers and software managers at Windows, Linux, and Unix shops should seriously consider the Macintosh as an addition to (or replacement for!) their current stable of platforms. In particular, movie studios, animation houses, and special-effects facilities would do well to consider that with Macintosh, a single platform can provide everything they need..."—from the foreword by Philip J. Schneider, R&D Engineer, Industrial Light + Magic

    "Finally, the book I've wanted for years is here! As a graphics programmer, I appreciate the clear explanations of how Quartz has packaged the state of the art for mere mortals. As a Cocoa programmer, I appreciate the clear explanation of which facilities of Quartz Cocoa is already leveraging. This will become a well-thumbed resource for all graphics programmers on Mac OS X, whether or not they're using Cocoa, Carbon, or porting code from another platform."—Dr. Michael B. Johnson, Pixar Animation Studios

    "I've been using Quartz since the first release of Mac OS X and this book covers it all! Great advice, good sample code—it's the book to have if you want to learn everything about Quartz."—Stephane Marcouiller, SDE, Microsoft Corporation

    "Not only do the authors of Programming with Quartz have a superb understanding of their subject matter, but they have conveyed their knowledge in a clear, concise, and readable manner. Programming with Quartz has saved me quite a bit of time on my first major Quartz project, and its more general lessons on graphics programming techniques and concepts will prove valuable when using any modern graphics API."—Josh Aas, Software Engineer, Mozilla Corporation

    "Even after implementing several features using Quartz, I still learned things from this book that I did not know. For example, the chapter on handling PDF images is very thorough in its descriptions and the issues it raises. I wish I had this chapter when I implemented this feature. The book is very well written and covers many complex topics in 2D graphics clearly and at a level appropriate for all programmers. Programming with Quartz continues Apple's tradition of producing excellent documentation for its developers."—Ron Ullmann, Macintosh Business Unit, Microsoft Corporation

Contents

  • Foreword by Philip Schneider

    Preface
    Our Objective
    Outline
    Source Code
    Header Files
    Conventions and Assumptions
    Quartz Technologies
    Acknowledgements

    Chapter 1 Introducing Quartz 2D
    A Bit of History
    Quartz 2D Overview
    What Software Can Use Quartz 2D?
    Summary
    See Also

    Chapter 2 Quartz 2D Drawing Basics
    Quartz Graphics Contexts
    Filling a Rectangle
    Stroking a Rectangle
    The Order of Fill and Stroke Operations
    Transforming the Coordinate System
    Constructing Quartz Paths
    Painting with Alpha
    Making Dashed Lines
    Clipping a Drawing
    Drawing PDF Content
    More About Graphics Contexts
    Summary
    See Also

    Chapter 3 Using Quartz 2D in Cocoa
    Xcode Overview
    Creating a Cocoa Xcode Project in Tiger
    Creating a View in Interface Builder
    Connecting the Interface to the Code
    Obtaining a Graphics Context in Cocoa
    Writing the Drawing Code
    Examining the Drawing Output
    Cocoa Framework Drawing and Quartz
    Summary
    See Also

    Chapter 4 Using Quartz 2D in Carbon
    Creating a Carbon Xcode Project
    Setting Up a Carbon Window
    Creating an Event Handler
    Examining the Drawing Output
    Using QDBeginCGContext
    Summary
    See Also

    Chapter 5 The Quartz Coordinate System and Coordinate Transformations
    User Space and Device Space
    Coordinate Transformations
    The Current Transformation Matrix
    The Mathematics of Affine Transforms
    Saving and Restoring a Coordinate System
    Affine Transform Convenience Functions
    Summary
    See Also

    Chapter 6 Drawing with Paths
    Properties of Paths
    • Path Construction Primitives
    • Cubic Bézier Curves
    • Quadratic Bézier Curves
    Closing Subpaths
    Path Construction Convenience Functions
    • Additional Path Convenience Functions (Tiger)
    Stroking Paths
    • Line Width
    • Line Joins
    • Line Caps
    • Line Dash
    Filling Paths
    Clipping With Paths
    CGPath Objects (Jaguar and later only)
    Anti-aliasing
    Path Utility Functions
    • Aligning User Space Coordinates on Pixel Boundaries
    Summary
    See Also

    Chapter 7 Color, Alpha Transparency, and the Quartz Graphics State
    Color and Color Spaces
    • A General Approach to Setting Color
    • Calibrated Color Spaces
    • Device Color Spaces
    • Special Color Spaces
    • Creating Color Spaces by Name
    • Rendering Intents
    Alpha Transparency
    • Blend Modes (Tiger)
    CGColorRef Objects (Panther and later)
    Graphics State Parameters
    Summary
    See Also

    Chapter 8 Data Providers and Data Consumers
    Data Providers
    • CGDataProviderCreateWithURL
    • CGDataProviderCreateWithData
    • CGDataProviderCreate
    • CGDataProviderCreateDirectAccess
    • CGDataProviderCreateWithCFData (Tiger and later)
    Guidelines for Using Data Providers
    Data Consumers
    Summary

    Chapter 9 Drawing Images
    Creating CGImage Objects
    • Specialized Functions for JPEG and PNG
    • Drawing Images into a Flipped Coordinate System
    • A General Function for Uncompressed Data
    • Generalized Functions for Compressed Image Data (Tiger and later)
    • Importing Image Data With QuickTime
    • Guidelines for Image Creation
    Best Practices for Working With Images
    Image Utility Functions
    • Getting Image Dimensions
    • Getting the Pixel Format
    • Creating an Image from a Bitmap Context
    • Working With Color Spaces
    • Creating Subimages
    Writing Image Data using CGImageDestination (Tiger)
    Exporting to JPEG Using a QuickTime Exporter
    Summary
    See Also

    Chapter 10 Image Masking
    Creating an Image Mask
    • Drawing and Inverting a 1-Bit Image Mask
    • Drawing an 8-Bit Deep Mask
    Masking an Image (Tiger)
    • Masking an Image with an Image Mask
    • Masking an Image with an Image
    • Masking Guidelines
    Using Color as a Mask (Tiger)
    Clipping to a Mask (Tiger)
    Summary
    See Also

    Chapter 11 Text
    Text Drawing Parameters
    • Font and Font Size
    • Text Matrix and Text Position
    • Text Drawing Modes
    • Font Smoothing (Jaguar)
    • Character Spacing
    Drawing Text Using Quartz
    • Drawing with Characters
    • Drawing with Glyphs
    Drawing Text Using Cocoa
    • Using NSString
    • Using NSLayoutManager
    • Subclassing to Get Additional Control
    Drawing Text Using Carbon
    • Using HIThemeDrawTextBox (Panther)
    • Using Multilingual Text Engine
    • Using Apple Type Services for Unicode Imaging
    Drawing Text in a Flipped Coordinate System
    Summary
    See Also

    Chapter 12 Creating Bits
    Bitmap Graphics Context
    • Supported Pixel Formats
    • Creating a Bitmap Graphics Context
    • Getting Information About a Bitmap Context
    • Using the Bitmap Data from a Bitmap Context
    CGLayers (Tiger)
    • Creating a CGLayer Object
    • Drawing to a CGLayer
    • Drawing the Contents of a CGLayer
    • Using a CGLayer to Draw a Checkerboard
    Caching Drawing Offscreen
    • Drawing Repeatedly Without Caching
    • Drawing Repeatedly With Bitmap Context Caching
    • Drawing Repeatedly With CGLayer Caching
    • Display Profile Issues
    Replacing CopyBits
    Summary
    See Also

    Chapter 13 Opening and Drawing PDF Documents
    PDF Document Properties
    Opening a PDF Document
    Using PDF as a Graphical Interchange
    • Creating PDF Data From the Pasteboard: Cocoa
    • Creating PDF from the Pasteboard: Carbon
    Drawing PDF Pages
    • Drawing With CGContextDrawPDFDocument
    • Drawing PDF Documents in a Flipped Coordinate System
    • Using CGPDFPage Objects (Panther)
    • Drawing with PDF Rotation on Jaguar and Earlier
    Handling Protected PDF Documents (Jaguar)
    PDF Document Utility Functions
    Summary
    See Also

    Chapter 14 Creating and Examining PDF Documents
    Creating New PDF Documents
    • Using CGPDFContextCreateWithURL
    • Using the Auxiliary Information Dictionary
    Copying PDF Content to the Pasteboard
    Adding Content to Existing PDF Documents
    Adding Links to PDF Documents (Tiger)
    • Creating a Link to a URL
    • Creating a Link to Another Page in the Document
    Creating Encrypted PDF Output (Tiger)
    PDF Document Generation Issues
    Examining PDF Document Content (Panther, Tiger)
    • Quartz PDF Introspection
    • Scanning the PDF Content Stream (Tiger)
    Summary
    See Also

    Chapter 15 Advanced Drawing Features
    Drawing with Patterns
    • Creating Patterns
    • Creating and Drawing Colored Patterns
    • Base Space, the Pattern Matrix, and Transforming Patterns
    • Pattern Phase
    • Creating and Drawing Stencil Patterns
    • Drawing Complex Patterns
    • Pattern Issues
    Drawing with Shadows (Panther)
    • Shadow Attributes
    • Creating and Drawing With Shadows
    • Shadow Offset and Quartz Base Space
    • Shadows and Grouped Objects
    • Shadows and PDF Documents
    Drawing with Transparency Layers (Panther)
    • Using Transparency Layers
    • Alpha Compositing and Transparency Layers
    • Transparency Layers and PDF Documents
    • Transparency Layers Compared to CGLayers
    Drawing With Shadings (Jaguar)
    • Shading Concepts and the CGFunction
    • Axial Shadings
    • Radial Shadings
    • Radial Shading Geometries
    • Transforming Shadings
    Summary
    See Also

    Chapter 16 Supporting PostScript and EPS Data
    Overview of the Conversion Process
    Quartz Conversion Functions and Callbacks (Panther)
    Creating a PDF Data File From PostScript Data
    Using Converted PostScript Data in Your Application
    PSConverter Advanced Issues
    Printing Source EPS Data
    Guidelines for Supporting EPS Data in Your Application
    Summary
    See Also

    Chapter 17 Performance and Debugging
    Optimizing Performance
    • The Quartz Compositor
    • Quartz Object and Memory Model
    • Improving Performance
    • Measuring Performance
    Debugging Your Drawing
    • Examining the Coordinate System
    • Checking the Clipping Area
    • Drawing a Debugging Rectangle
    • Looking for Console Messages
    • Checking for Data Provider Integrity
    • Checking for Immutability Violations
    • Checking for Improperly Initialized Contexts
    • Checking for Out-of-Sync Color Setting
    • Drawing Images to a PDF Context
    • Releasing a CGPDFContext Object
    • Checking Pattern Color Space Usage
    • Using PDF Generation as a Debugging Aid
    Summary
    See Also

    Chapter 18 Creating Quartz Tools and Python Scripts
    Python Scripting with Quartz (Panther)
    • Getting Started
    Creating Bits with Python
    Using Quartz in UNIX Tools
    • Security Issues
    The PDF Workflow in Printing (Jaguar)
    Summary
    See Also

    Index

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