Book description
The world's most complete guide to Windows graphics programming!
Win32 GDI and DirectDraw: Accurate, under the hood, and in depth
Beyond the API: Internals, restrictions, performance, and real-life problems
Complete: Pixel, lines, curves, filled area, bitmap, image processing, fonts, text, metafile, printing, and more
Up to date: Windows 2000 and Windows 98 graphics enhancements
CD-ROM: Exclusive and professional quality generic C++ classes, reusable functions, demonstration programs, kernel mode drivers, GDI exploration tools, and more!
Hewlett-Packard Professional Books
To deliver high-performance Windows applications, you need an in-depth understanding of the Win32 GDI and DirectDraw—but until now, it's been virtually impossible to discover what's going on "behind" Microsoft's API calls. This book rips away the veil, giving experienced Windows programmers all the information and techniques they need to maximize performance, efficiency, and reliability! You'll discover how to make the most of Microsoft's Windows graphics APIs—including the important new graphics capabilities built into Windows 2000. Coverage includes:
Uncovering the Windows system architecture and graphics system internal data structure
Building graphics API "spies" that show what's going on "under the hood"
Detecting GDI resource leaks and other powerful troubleshooting techniques
Expert techniques for working with the Win32 GDI and DirectDraw APIs
Device context, coordinate space and transformation, pixels, lines, curves, and area fills
Bitmaps, image processing, fonts, text, enhanced metafiles, printing, and more
Windows Graphics Programming delivers extensive code, practical techniques, and unprecedented insight—plus an exclusive CD-ROM containing original system-level tools, kernel mode drivers, sample code, and generic C++ classes for Windows graphics programming without MFC. If you want to build Windows graphics applications that deliver breakthrough performance and reliability, you'll find this book indispensable.
Table of contents
- Copyright
- Preface
- 1. Basic Techniques and Knowledge
- 2. Windows Graphics System Architecture
-
3. GDI/DirectDraw Internal Data Structures
- 3.1. HANDLES AND OBJECT-ORIENTED PROGRAMMING
- 3.2. DECODING GDI OBJECT HANDLES
- 3.3. LOCATING THE GDI OBJECT HANDLE TABLE
- 3.4. DECODING THE GDI OBJECT HANDLE TABLE
- 3.5. USER MODE DATA STRUCTURE OF GDI OBJECTS
- 3.6. ACCESSING KERNEL MODE ADDRESS SPACE
- 3.7. WINDBG AND THE GDI DEBUGGER EXTENSION
-
3.8. GDI KERNEL MODE DATA STRUCTURE
- GDI Object Handle Table in the GDI Engine
- GDI Object Types in the GDI Engine
- Device Context in the GDI Engine
- GDI Engine PDEV Structure
- GDI Engine Surfaces
- Device-Dependent Bitmaps in the GDI Engine
- DIB Sections in the GDI Engine
- Brushes in the GDI Engine
- Pens in the GDI Engine
- Palettes in the GDI Engine
- Regions in the GDI Engine
- Paths in the GDI Engine
- Fonts in the GDI Engine
- Other GDI Objects in the GDI Engine
- 3.9. DIRECTDRAW DATA STRUCTURE
- 3.10. SUMMARY
- 4. Spying in the Windows Graphics System
-
5. Graphics Device Abstraction
- 5.1. MODERN VIDEO DISPLAY CARD
-
5.2. DEVICE CONTEXT
- Device Context Creation
- Querying a Device's Capabilities
- Attributes in Device Context
- Device Context Associated with a Window
- Displaying in a Multiple Window Environment
- Getting a Device Context Associated with a Window
- Common Device Context
- Class Device Context
- Private Device Context
- Parent Device Context
- Other Device Contexts
- Information Context
- Memory Device Context
- Metafile Device Context
- 5.3. FORMALIZING DEVICE CONTEXT
- 5.4. SAMPLE PROGRAM: GENERIC FRAME WINDOW
- 5.5. SAMPLE PROGRAM: PAINTING AND DEVICE CONTEXT
- 5.6. SUMMARY
- 6. Coordinate Spaces and Transformation
- 7. Pixels
- 8. Lines and Curves
- 9. Areas
- 10. Bitmap Basics
- 11. Advanced Bitmap Graphics
- 12. Image Processing Using Windows Bitmaps
- 13. Palettes
-
14. Fonts
- 14.1. WHAT'S A FONT?
- 14.2. BITMAP FONTS
- 14.3. VECTOR FONTS
-
14.4. TRUETYPE FONTS
- TrueType Font File Format
- Font Header (“head” Table)
- Maximum Profile (“maxp” Table)
- Character-to-Glyph Index Mapping (“cmap” Table)
- Index to Location (“loca” Table)
- Glyph Data (“glyf” Table)
- Glyph Instructions
- Horizontal Metrics (“hhea” and “htmx” Tables)
- Kerning (“kern” Table)
- OS/2 and Window Metrics (“OS/2” Table)
- Other Tables
- TrueType Collections
- 14.5. FONT INSTALLATION AND EMBEDDING
- 14.6. SUMMARY
- 15. Text
- 16. Metafile
- 17. Printing
- 18. DirectDraw and Direct3D Immediate Mode
Product information
- Title: Windows Graphics Programming Win32 GDI and DirectDraw®
- Author(s):
- Release date: December 2000
- Publisher(s): Pearson
- ISBN: 9780130869852
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