The GEOS graphics system provides many powerful tools to enhance your geode's appearance and graphical capabilities.
The kernel automatically displays much of what appears on the screen. Generic and Visual objects display themselves, so if these objects can display everything your geode needs, you can probably skip this section for now. On the other hand, geodes with any kind of specialized display needs will need imaging code, as will any geodes that print.
This, the first chapter of the Imaging Section, explains the thinking behind the graphics system and the work you'll have to get done ahead of time to set up the space you're going to be drawing to. For actual drawing commands, see the Drawing Shapes chapter.
Before reading this chapter, you should be familiar with the basics of the generic UI and messaging. You may also want to review high school geometry.
1 Graphics Road Map
1.1 Chapter Structure
1.2 Vocabulary
2 Graphics Goals
3 Graphics Architecture
4 How To Use Graphics
5 Coordinate Space
5.1 Standard Coordinate Space
5.2 Coordinate Transformations
5.3 Precise Coordinates
5.4 Device Coordinates
5.5 Larger Document Spaces
5.6 Current Position
6 Graphics State
6.1 GState Contents
6.2 Working with GStates
7 Working With Bitmaps
8 Graphics Strings
8.1 Storage and Loading
8.2 Special Drawing Commands
8.3 Declaring a GString Statically
8.4 Creating GStrings Dynamically
8.5 Drawing and Scanning
8.6 Editing GStrings Dynamically
8.7 Parsing GStrings
9 Graphics Paths
10 Working With Video Drivers
10.1 Kernel Routines
10.2 Direct Calls to the Driver
11 Windowing and Clipping
11.1 Palettes
11.2 Clipping
11.3 Signalling Updates