when wanting to make calls for Cocoa on OS X platform
consider the Objective C calls first make it work with Objective C and Xcode first
once it is working there, it should be easy to wrap those calls with something like PyObjC... but until then, that might just get in the way. Need to define what it is that you want to do first.
learning Cocoa:
This is the main introduction to Cocoa: | http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/CocoaFundamentals/Introduction/Introduction.html#//apple_ref/doc/uid/TP40002974
It recommends knowing about the Mac OS X Technologies, described in the following document: | http://developer.apple.com/library/mac/#documentation/MacOSX/Conceptual/OSX_Technology_Overview/About/About.html#//apple_ref/doc/uid/TP40001067-CH204-TPXREF101
In particular, the following section on Graphics and Multimedia Technologies seems relevant: | http://developer.apple.com/library/mac/#documentation/MacOSX/Conceptual/OSX_Technology_Overview/GraphicsTechnologies/GraphicsTechnologies.html#//apple_ref/doc/uid/TP40001067-CH273-SW1 | Talking about Quartz, the 2D rendering engine for window layouts.
/c/technical/instances.txt /c/technical/system/cocoa.txt