On Sun, 4 Feb 2007 14:26:31 +0100
"Ingolf Schäfer" <[EMAIL PROTECTED]> wrote:

> On 2/3/07, Tom Gregorovic <[EMAIL PROTECTED]> wrote:
> > Hi,
> > I think over how to implement canvas for Carbon interface.
> > There are two possibilities to use: QuickDraw or Quartz 2D. I want
> > to consult it with you.
> > Here is the list of disadvantages, I have found:
> >
> > QuickDraw
> > - DC of Carbon controls must use Window Port
> > - deprecated in Mac OS X v10.4
> >
> > Quartz 2D
> > - unable to implement GetPixel, FloodFill, SetPixel must be
> > simulated via line drawing
> > - different coordination system (change Current Transformation
> > Matrix)
> > - bledning instead of ROP
> > - bitmap canvas implementation (needs Mac OS X v10.4 because of
> > CGBitmapContextCreateImage, but we can get round it)
> >
> > Feel free to point out anything I have omitted.
> >  From my point of view the Quartz 2D appears to be more suitable,
> > although it doesn't provide per-pixel operations.
> Hi,
> 
> although I am not a lazarus developer myself, I dare to to add my two
> cents here...
> 
> I fully agree with Tom. Quartz 2D is the ONLY future compatible mac
> way in the moment. For the non-mac people, the problem is follows: You
> don't have direct access to pixels in Quartz anymore, just floating
> point coordinates. As I understand some of the canvas methods require
> pixel access.

Yes, and they are slow on all platforms, so no time critical
application use them.

 
> I have not really thought of this all the way through, but maybe it
> would be simple to have an offscreen bitmap graphic which acts as
> canvas and use Quartz 2D to map it to the screen. In this way one
> would really have pixels to manipulate.

Yes, possible.

IMO the carbon intf should not use the deprecated API. But the decision
is up to the implementer - Tom.


Mattias

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