Julian Harnath e353fe396a app_server Painter: refactoring, extract bitmap drawing
* 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.
2015-08-15 11:12:09 +02:00
2015-07-25 06:38:39 +02:00
2015-07-22 20:45:38 +02:00
2015-07-20 21:45:02 +02:00
2015-06-10 23:31:55 +02:00
2015-06-22 13:20:07 -04:00

Haiku

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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:

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.

Description
The Haiku operating system
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