MyQuickDrawView.m

//////////
//
//  File:       MyQuickDrawView.m
//
//  Contains:   Implementation file for the MyQuickDrawView class.
//
//  Written by: Apple Developer Technical Support
//
//  Copyright:  © 2001 by Apple Computer, Inc., all rights reserved.
//
//  Change History (most recent first):
//     
//     <1>      6/29/01 srk     first file
//
//////////
 
/*
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*/
 
#import "MyQuickDrawView.h"
#import "MyControllerObject.h"
#import <QuickTime/QuickTime.h>
 
//////////
//
// implementation
//
//////////
 
@implementation MyQuickDrawView
 
//////////
//
// drawRect
//
// Overridden by subclasses of NSView to draw the receiver's 
// image within aRect. It's here we set the graphics port and
// device for drawing our imported image
//
//////////
 
- (void)drawRect:(NSRect)aRect
{
    ComponentResult result;
    RgnHandle ourViewRegion = NewRgn();
 
    // clip the drawing of our QuickDraw port to the display rectangle
    SetRectRgn(ourViewRegion,0,0,aRect.size.width,aRect.size.height);
 
    // Let's not call GraphicsImportSetGWorld each time
    // as it can be expensive to setup a drawing port
    if (!setPortCalled)
    {
        // Set the graphics port and device for drawing our imported image
        // We use the QuickDraw port which is returned by the NSQuickDrawView
        // qdPort method
        result = GraphicsImportSetGWorld(myControllerObject->graphicsImporter, [self qdPort], NULL); 
        setPortCalled = TRUE;   // no need to call SetGWorld again for this image
    }
 
    // clip the image to the NSView rectangle
    result=GraphicsImportSetClip(myControllerObject->graphicsImporter,ourViewRegion);
    // draw it!!!
    result = GraphicsImportDraw(myControllerObject->graphicsImporter);
    // clean up
    DisposeRgn(ourViewRegion);
 
}
 
//////////
//
// awakeFromNib
//
// Called after all our objects are unarchived and
// connected but just before the interface is made visible
// to the user. We will do custom initialization of our
// objects here.
//
//////////
 
- (void)awakeFromNib
{
    setPortCalled = FALSE;  // restrict the number of times we set graphics port for our image
}
 
@end