QuickTime Toolkit Volume One
Basic Movie Playback and Media Types
- Tim Monroe, Apple Computer, Cupertino, California, U.S.A.
QuickTime Toolkit Volume One is a programmer’s introduction to QuickTime, the elegant and potent media engine used by many of Apple's industry-leading services and products (such as the iTunes music store, iMovie, and Final Cut Pro) and also used by a large number of third-party applications. This hands-on guide shows you how to harness the powerful capabilities of QuickTime for your own projects. The articles collected here from the author's highly regarded column in MacTech Magazine are packed with accessible code examples to get you quickly started developing applications that can display and create state-of-the-art digital content. This book begins by showing how to open and display QuickTime movies in a Macintosh or Windows application and progresses step by step to show you how to control movie playback and how to import and transform movies and images. QuickTime Toolkit also shows how to create movies with video data, text, time codes, sprites, and wired (interactive) elements.
Part of the official QuickTime Developer Series, publishing the finest books on QuickTime in cooperation with Apple.
Programmers, developers, and designers in the digital media industry. Those working in computer graphics, scientific visualization, and entertainment technology. Those learning about QuickTime technology.
- Published: June 2004
- Imprint: MORGAN KAUFMANN
- ISBN: 978-0-12-088401-8
"I know a lot about QuickTime, but Tim Monroe seems to know more: little nuggets of information that can be very valuable in the future—things you didn't even know you didn't know. I wish I had this book when I was just starting out working with QuickTime. It would have saved me a lot of time trying to figure things out on my own." —Steve Israelson, VP Technology, TotallyHip Inc.
"Ever found yourself floundering in API documentation, samples, and developer lists when it comes to implementing one or other of the many wonderful QuickTime features? Well flounder no longer! The ever-practical Tim Monroe comes to the rescue with QuickTime Toolkit: everything you need to know to get a host of QuickTime features actually working for you, presented in its customary lucid and down-to-earth style. Unquestionably the first port of call for anyone contemplating QuickTime development at the API level on OS X, Windows, or both, and—with chapters covering such topics as Data Handlers, Carbon Events, cross-platform issues, and error handling—an invaluable resource even for seasoned QuickTime developers." —John Cromie, Skylark Associates Ltd.
"I just got Tim's book in the mail and spent a few hours reading it . . . . Finally, good documentation on some of the QuickTime functions that have been so mysterious! I'm going to look at that sprite override code for making panning videos . . . Tim Monroe has been and remains a great source of information on QuickTime. He has a uniquely proactive creative/logical approach demonstrating the great possibilities in a great technology." —Bill Meikle programmer, vrhotwires.com
"When QuickTime application developers get stuck, one of the first places they look for help is example code from Tim Monroe. Finally, Tim's well-crafted examples and clear descriptions are available in book form—a must-have for anyone writing applications that import, export, display or interact with QuickTime movies." —Matthew Peterson; University of California, Berkeley; the M.I.N.D. Institute; and author of Interactive QuickTime "The most complete and most accessible general introduction to QuickTime programming that is available today." - MacTech
Table of ContentsChapter 1 It All Starts TodayIntroductionMovie ControllersThe Application FrameworkQuickTime SupportConclusion
Chapter 2 ControlIntroductionManaging the Controller BarManaging Controller Bar ButtonsUsing the Controller Bar Custom ButtonSelecting an Entire MovieMovie User DataOpening URLsConclusion
Chapter 3 Out of ControlIntroductionGetting StartedPreparing Movies For PlaybackPlaying MoviesEditing MoviesLooping MoviesPlaying Picture-in-Picture MoviesConclusion
Chapter 4 The ImageIntroductionImporting ImagesExpanding the Application FrameworkTransforming ImagesWorking with Multi-image FilesExporting ImagesFinding Image FilesConclusion
Chapter 5 In and OutIntroductionExporting MoviesImporting FilesDefault Progress FunctionsCustom Progress FunctionsProgress Functions for Image OperationsThe CodeConclusion
Chapter 6 Doug's 1st MovieIntroductionThe Structure of QuickTime MoviesThe Structure of QuickTime Movie FilesCreating QuickTime Movie FilesAdding Media SamplesSaving a MovieThe CodeConclusion
Chapter 7 The InformantIntroductionMovie PostersMovie PreviewsFile PreviewsMovie AnnotationsConclusion
Chapter 8 The Atomic CaféIntroductionFile Previews: The SequelShortcut Movie FilesAtom ContainersInternet Connection SpeedMovie TracksThe CodeConclusion
Chapter 9 Somewhere I'll Find YouIntroductionData Handler OverviewThe File Data HandlerThe Handle Data HandlerThe Resource Data HandlerThe URL Data HandlerThe Pointer Data HandlerFile TransferData Reference ExtensionsConclusion
Chapter 10 Word Is OutIntroductionThe Edit Menu RevisitedText ImportingText TracksText SearchingText EditingChapter TracksHypertext Reference TracksSome Loose EndsConclusion
Chapter 11 TimecodeIntroductionTimecode StandardsTimecode in QuickTimeTimecode TracksTimecode Track OperationsConclusion
Chapter 12 A Space OdysseyIntroductionEndian IssuesThe QuickTime Media LayerCarbonConclusion
Chapter 13 Honey, I Shrunk the KidsIntroductionCompressionCompressing ImagesCompressing Image SequencesAsynchronous CompressionConclusion
Chapter 14 A Goofy MovieIntroductionSprite PropertiesSprite TracksCreating Sprite TracksHit TestingConclusion
Chapter 15 An Extremely Goofy MovieIntroductionVideo Override TracksTweeningGraphics Mode TweeningMatrix TweeningSpin TweeningMultimatrix TweensConclusion
Chapter 16 WiredIntroductionEvents, Parameters, ActionsControlling Movies Using Wired SpritesWired Sprite UtilitiesVariables and ConditionalsDraggable SpritesSprite Button BehaviorsConclusion
Chapter 17 Moving TargetIntroductionTargetsMovie-to-Movie CommunicationOperand TargetsMovie-in-Movie CommunicationConclusion
Chapter 18 Back In ActionIntroductionText ActionsKey EventsBouncing SpritesColliding SpritesConclusion