What to Read
This book is for all QuickDraw GX programmers. You can read the chapters in any order, except that the first chapter introduces concepts that the others build on:
Other kinds of QuickDraw GX objects are described in other books. See the chapter "Introduction to QuickDraw GX" for information and cross-references.
- Chapter 1, "Introduction to QuickDraw GX," provides an overview of
all of QuickDraw GX, concentrating especially on its capabilities for managing and drawing objects. Read this chapter first.- Chapter 2, "Shape Objects," describes how to create and use QuickDraw GX shapes, the basic objects that you draw. (To apply
shape objects to specific graphic and typographic tasks, the chapter
refers you to the books Inside Macintosh: QuickDraw GX Graphics and
Inside Macintosh: QuickDraw GX Typography, respectively.)- Chapter 3, "Style Objects," describes how to create and use QuickDraw GX style objects, whose purpose is to modify the appearance or behavior of shape objects. (To apply style objects to specific graphic and typographic tasks, the chapter refers you to the books Inside Macintosh: QuickDraw GX Graphics and Inside Macintosh: QuickDraw GX Typography, respectively.)
- Chapter 4, "Colors and Color-Related Objects," describes the QuickDraw GX approach to color representation, and the objects that contain color information. This chapter describes how to create and use color set objects, which are used to implement indexed color spaces, and color profile objects, which are used for color matching.
- Chapter 5, "Ink Objects," describes how to create and use QuickDraw GX ink objects, which specify the color and transfer mode used to draw a shape.
- Chapter 6, "Transform Objects," describes how to create and use QuickDraw GX transform objects, which are used to position and transform the appearance of a shape, and to store information for hit-testing.
- Chapter 7, "View-Related Objects," describes how to create and use view ports, view devices, and view groups, which are QuickDraw GX objects that work together to provide flexible capabilities in onscreen and offscreen drawing.
- Chapter 8, "Tag Objects," describes how to create and use QuickDraw GX tag objects, which can contain any kind of information that you can use in any way to extend the capabilities of other QuickDraw GX objects.
The color plate at the front of this book shows full-color examples of some of the figures found elsewhere in the book, in the chapters "Colors and Color-Related Objects" and "Ink Objects."
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