Road Map to QuickTime 3
Although QuickTime 3 is truly cross-platform --you use one API for compilation to either Windows or the Mac OS-- developers for the Windows platform need to understand some facets of Mac OS programming.
If you are a Windows developer and are not familiar with the Mac OS, first read QuickTime 3 for Windows Programmers .
This chapter lists the main Mac OS routines and data structures that developers of QuickTime 3 applications may need to use. These chapters of Inside Macintosh are provided in HTML and PDF formats.
Inside Macintosh: Memory describes routines in Mac OS that help you create and dispose of pointers and handles. Introduction to Memory Management describes memory management within an application's memory partition; Memory Manager describes memory management outside the partition. The following functions are described in both chapters:
Introduction to File Management documents several Mac OS API elements of interest to QuickTime 3 developers. Standard File Package describes how an application can use the Mac OS standard file package to manage the user interface for naming and identifying files.
You can use the following functions and data structures to retrieve user-selected files from the Mac OS file system:
Macintosh QuickDraw is a collection of system-level functions and data structures that other software can use to perform most operations that manipulate static two-dimensional images. Information about QuickDraw of interest to QuickTime 3 developers is contained in Chapters 4, 5, 6, and 7 of Inside Macintosh: Imaging with QuickDraw, as described below.
Chapter 4, " Color QuickDraw ," contains a section, " The Color Drawing Environment: Color Graphics Ports ," that describes CGrafPort . This data structure defines a complete drawing environment that determines where and how graphics operations take place.
Chapter 5, " Graphics Devices ," contains a section " Creating, Setting, and Disposing of GDevice Records ." This section tells you how to use Graphic Device records (of type GDevice ), which store state information for video devices and offscreen graphics worlds.
When using QuickDraw with QuickTime, you may want to work offscreen. Chapter 6, " Offscreen Graphics Worlds ," describes the following functions and data structures that QuickTime 3 programmers can access:
Several of the routines listed above expect or return values defined by the GWorldFlags data type, which specify a number of options for offscreen graphics worlds. It is described in " Data Structures ".
Mac OS pictures are stored in Picture Records , data structures of type Picture . Chapter 7, " Pictures ," describes this data type and the DrawPicture routine, which draws a picture stored in a Picture Record on any type of output device.
Mac OS window management is discussed in " Window Manager Reference ," in Chapter 4 of Inside Macintosh: Macintosh Toolbox Essentials . The SizeWindow function and the data structures listed below are of interest to Windows developers working with QuickTime 3:
Mac OS event management is discussed in " Event Manager Reference " in Chapter 2 of Inside Macintosh: Macintosh Toolbox Essentials . The Mac OS Event Manager returns information about retrieved events in an event record , a structure of type EventRecord .