how to print barcode in vb.net 2008 Graphics: Quartz, Core Animation, and OpenGL in Objective-C

Generation QR Code ISO/IEC18004 in Objective-C Graphics: Quartz, Core Animation, and OpenGL

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Graphics: Quartz, Core Animation, and OpenGL
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This chapter covers
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Using Quartz 2D for drawing Understanding context, paths, and state Using Core Animation Learning about OpenGL ES
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As you saw in chapter 11, creating and displaying images often isn t enough. In games and other more complex programs, you ll also want to manipulate those images in various ways at runtime. The iPhone OS offers two major ways to do this. The first is through Quartz 2D, a two-dimensional drawing library that allows for complex line drawings, much as Canvas did on the web. It s also the heart of the Core Graphics frameworks. We already touched on Quartz in the previous chapter, when you drew images straight to the CALayer of a UIView; it will be the focus of the majority of this chapter. Quartz also supports Core Animation functions, which we ll address somewhat more briefly. The second major way to manipulate images is through the OpenGL ES API. This cross-platform API, originally developed by Silicon Graphics, could be the topic of its own book, so we ll only show you how to get started with it.
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But most of this chapter will be about Quartz. We ll look at drawing paths, setting the graphical state, and more advanced drawing techniques. We ll dive into Quartz immediately.
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13.1 An introduction to Quartz 2D
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Quartz 2D is a two-dimensional drawing library that s tightly integrated into the iPhone OS. It works well with all the relevant frameworks, including Core Animation, OpenGL ES, and the UIKit. Fundamentally, Quartz s drawings depend on three core ideas: context, paths, and state, each of which will be the topic of a future section: Context is a description of where the graphics are being written to, as defined by a CGContextRef. You ll usually be writing to a UIView or to a bitmap. Layers are a little less important for this overview, but they re where Quartz drawing occurs. They can be stacked one on top of another, creating a complex result. When working with the iPhone or iPad, you ll often only have a single layer associated with each of your UIKit objects. Paths are what you ll typically draw in Quartz. These are collections of lines and arcs that are drawn in advance and then are painted to the screen by either stroking or filling the path in question (or, possibly, by clipping it). State saves the values of transformations, clipping paths, fill and stroke settings, alpha values, other blending modes, text characteristics, and more. The current state can be stored with CGContextSaveGState and restored with CGContextRestoreGState, allowing for easy switching among complex drawing setups. Quartz is built on the older Core Foundation framework that you ve met a few times over the course of this part of the book. This means you ll need to use older styles of variables to integrate with Cocoa Touch using toll-free bridging, and to respect Core Foundation s memory-management techniques. If you need more information about any Quartz topic, see the Quartz 2D Programming Guide at Apple s developer website. It s a fine introduction to Quartz, although not as focused as you d probably like, a deficiency that we ll correct in this chapter. Using Quartz requires little special setup. It can be easily integrated into any template and any project you want. Be sure to include the Core Graphics framework and the CoreGraphics/CoreGraphics.h include file before you get started. With that said, we re ready to dive into our first major Quartz topic: the context.
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13.2 The Quartz context
A graphical context is a description of where Quartz writes to. This could include a printer, a PDF file, a window, or a bitmap image. On the iPhone and iPad, you re only likely to use two of these possibilities. Most frequently, you ll work with the graphical context that s automatically associated with the CALayer (Core Animation layer) of each UIView. That means you can
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