* Extract bitmap drawing from Painter into separate class Painter::BitmapPainter. This will allow to add new optimized drawing modes without making Painter larger. * BitmapPainter itself is further decomposed into separate (method object) structs per drawing mode (currently, those are: generic, no scale, nearest neighbor, bilinear). New optimized implementations can be added by writing additional method objects and calling them from BitmapPainter. * DrawBitmapNoScale and DrawBitmapBilinear are implemented using CRTP. This removes the function pointer in the 'no scale' version, which was previously used to select the row copy type. In the bilinear version it untangles the three variants (default, low filter ratio, SIMD) into separate methods. * While BitmapPainter is a nested class in Painter, the specialized method objects are not. Instead, the AGG-specific data fields from Painter are moved into a new struct PainterAggInterface. This struct is passed to the method objects and allows them to access the Painter's AGG renderer/rasterizer/scanline containers/etc. Alternatives would be to make all the involved structs friends of Painter, or nesting them all, or exposing all of Painter's internals via getter methods -- all of these would be quite messy. The details of the bitmap painting implementations are intentionally hidden from Painter: there is no need for it to know about their internals -- it does not even know their type names. (Nesting or making them friend would expose their type names to Painter.) Furthermore, there is another level of information hiding between BitmapPainter and the DrawBitmap[...] method objects. BitmapPainter itself only needs to decide that it uses e.g. the bilinear version. It has no knowledge that DrawBitmapBilinear is internally made out of several structs implementing specially optimized versions. * Refactoring only, no functional change intended. Performance should be unaffected.
Haiku
Homepage | Mailing Lists | IRC Channels | Issue Tracker | API docs
Haiku is an open-source operating system that specifically targets personal computing. Inspired by the BeOS, Haiku is fast, simple to use, easy to learn and yet very powerful.
Goals
- Sensible defaults with minimal configuration required.
- Clean, clear, concise code.
- Unified desktop environment.
Trying Haiku
Haiku provides pre-built nightly images and release images. Haiku is compatible with a large variety of hardware, but in case you don't want to "take the plunge" and install Haiku on bare metal, you can install it on a virtual machine (VM) instead. If you've never used a VM before, you can follow one of the "Emulating Haiku" guides.
Compiling Haiku
See ReadMe.Compiling
.
Contributing
Haiku is a meritocratic open source project with a large variety of tasks. Even if you can't write code, you can still help! Haiku needs designers, (technical) writers, translators, testers... Get involved and help out!
Contributing code
If you're submitting a patch to us, please make sure you're following the patch submitting guidelines.
If you're having trouble finding something in the source tree, you can use one of our OpenGrok servers:
- http://xref.plausible.coop/ (provided by Landon Fuller)
- http://code.metager.de/source/xref/haiku (provided by MetaGer)
Contributing documentation
The main piece of documentation that still needs work are the API docs (found
in the tree at docs/user
). Just find an undocumented class, write
documentation for it, and submit a patch.
Contributing translations
See wiki:i18n.
Contributing software ports
See HaikuPorts.