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Windows Graphics Programming: Win32 GDI and DirectDraw (Hewlett-Packard Professional Books Series) / Edition 1
     

Windows Graphics Programming: Win32 GDI and DirectDraw (Hewlett-Packard Professional Books Series) / Edition 1

by Feng Yuan
 

ISBN-10: 0130869856

ISBN-13: 9780130869852

Pub. Date: 12/29/2000

Publisher: Pearson Education

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

Overview

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.

Product Details

ISBN-13:
9780130869852
Publisher:
Pearson Education
Publication date:
12/29/2000
Series:
Hewlett-Packard Professional Books Series
Edition description:
Book & CR-ROM
Pages:
1234
Product dimensions:
7.39(w) x 9.62(h) x 2.43(d)

Table of Contents

1. Basic Techniques and Knowledge.
Basic Windows Programming in C/C++. Assembly Language. Program Development Environment. Win32 Executable File Format. Architecture of Microsoft Windows OS. Summary.

2. Windows Graphics System Architecture.
Windows Graphics System Components. GDI Architecture. DirectX Architecture. Printing Architecture. Graphics Engine. Display Drivers. Printer Drivers. Summary.

3. GDI/DirectDraw Internal Data Structures.
Handles and Object-Oriented Programming. Decoding GDI Object Handles. Locating the GDI Object Handle Table. Decoding the GDI Object Handle Table. User Mode Data Structure of GDI Objects. Accessing Kernel Mode Address Space. WinDbg and the GDI Debugger Extension. GDI Kernel Mode Data Structure. DirectDraw Data Structure. Summary.

4. Spying in the Windows Graphics System.
Spying on Win32 API Calls. Spying on Win32 GDI. Spying on DirectDraw COM Interfaces. Spying on GDI System Calls. Spying on the DDI Interface. Summary.

5. Graphics Device Abstraction.
Modern Video Display Card. Device Context. Formalizing Device Context. Sample Program: Generic Frame Window. Sample Program: Painting and Device Context. Summary.

6. Coordinate Spaces and Transformation.
The Physical Device Coordinate Space. The Device Coordinate Space. The Page Coordinate Space and Mapping Modes. The World Coordinate Space. Using Coordinate Spaces. Sample Program: Scrolling and Zoom. Summary.

7. Pixels.
GDI Objects, Handles, and Handle Table. Clipping. Color. Drawing Pixels. Sample Program: Mandelbrot Set. Summary.

8. Lines and Curves.
Binary Raster Operations. Background Mode and Background Color. Pens. Lines. BezierCurves. Arcs. Paths. Sample: Drawing Your Own Styled-Lines. Summary.

9. Areas.
Brushes. Rectangles. Ellipses, Chords, Pies, and Rounded Rectangles. Polygons. Closed Paths. Regions. Gradient Fills. Area Fills in Reality. Summary.

10. Bitmap Basics.
Device-Independent Bitmap Formats. A DIB Class. Displaying a DIB. Memory Device Contexts. Device-Dependent Bitmaps. Using DDBS. DIB Section. Summary.

11. Advanced Bitmap Graphics.
Ternary Raster Operations. Transparent Bitmaps. Transparency without a Mask Bitmap. Alpha Blending. Summary.

12. Image Processing Using Windows Bitmaps.
Generic Pixel Access. Bitmap Affine Transformation. Fast Specialized Bitmap Transformer. Bitmap Color Transformation. Bitmap Pixel Transformation. Bitmap Spatial Filters. Summary.

13. Palettes.
System Palette. The Logical Palette. Palette Messages. Palette and Bitmaps. Color Quantization. Bitmap Color-Depth Reduction. Summary.

14. Fonts.
What's a Font? Bitmap Fonts. Vector Fonts. TrueType Fonts. Font Installation and Embedding. Summary.

15. Text.
Logical Fonts. Querying Logical Font. Simple Text Drawing. Advanced Text Drawing. Text Formatting. Text Effects. Summary.

16. Metafile.
Metafile Basics. Inside an Enhanced Metafile. Enumerating an EMF. An EMF as a Programming Tool. Summary.

17. Printing.
Understanding the Spooler. Basic Printing Using GDI. Design for Printing. Drawing on Printer Device Context. Summary.

18. DirectDraw and Direct3D Immediate Mode.
Component Object Model (COM). DirectDraw Basics. Building a DirectDraw Graphics Library. Direct3D Immediate Mode. Summary.

Index.

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