Important: The information in this document is obsolete and should not be used for new development.
Chapter 2 - Basic QuickDraw
This chapter describes how to initialize basic QuickDraw and how to create and manage a basic graphics port--the drawing environment in which your application can create graphics and text in either black and white or eight basic colors. Many of the routines described in this chapter also operate in color graphics ports, and are noted as such. This chapter also describes the mathematical foundation of both basic QuickDraw and Color QuickDraw.Read this chapter to learn how to set up a drawing environment for your application on all models of Macintosh computers. The chapter "Color QuickDraw" in this book describes additional data structures and routines necessary for preparing the more sophisticated color drawing environments that are supported on the more powerful Macintosh computers.
If your application ever draws to the screen, it uses basic QuickDraw--either directly, as when it draws shapes or patterns into a window, or indirectly, as when it uses another Macintosh Toolbox manager (such as the Window Manager or Menu Manager) to implement elements of the standard Macintosh user interface. If your application does not use color, or uses only a few colors, you may find that all the tools you need for preparing a graphics environment are provided by basic QuickDraw. Once you prepare a basic drawing environment as described in this chapter, you can begin drawing into it as described in the next chapter, "QuickDraw Drawing."
Chapter Contents
- About Basic QuickDraw
- The Mathematical Foundations of QuickDraw
- The Coordinate Plane
- Points
- Rectangles
- Regions
- The Black-and-White Drawing Environment: Basic Graphics Ports
- Bitmaps
- The Graphics Port Drawing Area
- Graphics Port Bit Patterns
- The Graphics Pen
- Text in a Graphics Port
- The Limited Colors of a Basic Graphics Port
- Other Fields
- Using Basic QuickDraw
- Initializing Basic QuickDraw
- Creating Basic Graphics Ports
- Setting the Graphics Port
- Switching Between Global and Local Coordinate Systems
- Scrolling the Pixels in the Port Rectangle
- Basic QuickDraw Reference
- Data Structures
- Routines
- Initializing QuickDraw
- Opening and Closing Basic Graphics Ports
- Saving and Restoring Graphics Ports
- Managing Bitmaps, Port Rectangles, and Clipping Regions
- Manipulating Points in Graphics Ports
- Summary of Basic QuickDraw
- Pascal Summary
- Data Types
- Routines
- C Summary
- Data Types
- Functions
- Assembly-Language Summary
- Data Structures
- Global Variables
- Result Codes