When building a target configuration all of the application files and target binaries must be copied to the target system. The following is a description of the files needed for the target system and their runtime requirements. Collectively these files are referred to as a Storyboard deployment bundle.
The deployment bundle must accessible to the embedded target. The deployment bundle is exported from a Storyboard Designer model to a location on the host filesystem. For more information creating a deployment bundle, refer to the section Exporting to Storyboard Embedded Engine in this document.
A deployment bundle generally includes:
A Storyboard application file (required). These are usually files
with the extension .gapp
.
A scripts
directory (optional). These are usually Lua
script files that provide glue logic for the application
An images
directory (optional). These are image
assets that are required by the application.
A fonts
directory (optional). These are fonts that
are required by the applicaiont
Users may include additional directories as required by the application, but these are the standard contents of a deployment bundle
The directory structure below the root directory of the deployment bundle should not have its layout changed after being exported from Designer. All paths using within a Storyboard application for resources such as images, fonts and scripts are relative to the base directory containing the Storyboard application.
An engine execution environment is provided for each supported operating system, architecture and rendering system. The target system should be configured with the Engine (sbengine) and plugins required for the target application. All plugins are loaded via the SB_PLUGINS environment variable. This variable can be set to the directory containing the plugins or to a “;” (Windows) or “:” (Unix’ish) separated list of plugins to load.
For example, to load only the Lua and Timer plug-ins on a Linux system:
export SB_PLUGINS=/lib/gre/libgre-plugin-lua.so:/lib/gre/libgre-plugin-timer.so
To load all of the plug-ins in the directory /lib/gre
:
export SB_PLUGINS=/lib/gre
Certain operating system or rendering platforms require additional configuration parameters or extra environment variables. The following is a list of platform notes for setting up Storyboard Engine.
The most recent target configuration information is available in the online support forums for Storyboard Engine at www.cranksoftware.com/forums.
Operating System: Linux
Render Manager: SDL
Architecture: X86
This build requires a working copy of the Simple Direct Media Library (SDL) with a minimum version of 1.2. This build uses the Freetype library for font loading and rendering.
If your application uses the Storyboard IO library then the Linux kernel must have sysv message queue support.
Operating System: Linux
Render Manager: FBDEV
Architecture X86, ARMLE, SH
This build renders directly to the Linux framebuffer device (/dev/fb0). No other Graphical User Interface should be running when Storyboard is started as it assumes control of the framebuffer device. This build also uses the Freetype library for font loading and rendering.
For the ARM version a plugin is available which supports a touchscreen device through the use of tslib (libgre-plugin-tslib.so). This plugin will use the standard tslib environment variables in order to find and configure the touch device as follows:
export TSLIB_CONSOLEDEVICE=none |
export TSLIB_TSEVICE=/dev/input/ts0 |
export TSLIB_CALIBFILE=/etc/pointercal |
export TSLIB_CONFFILE=/etc/ts.conf |
It is assumed that the touch device has been configured
previously. In order to configure the touch device please run the
ts_calibrate
which is part of the tslib
distribution or build for Linux systems.
If your application uses the Storyboard IO library then the Linux kernel must have SysV message queue support.
Operating System: Linux
Render Manager: DIRECTFB
Architecture X86, ARMLE, SH
This build renders directly to Linux DirectFB 1.4.
It is assumed that the touch device has been configured previously.
If your application uses the Storyboard IO library then the Linux kernel must have sysv message queue support.
Operating System: Linux
Render Manager: OpenVG
Architecture ARMLE (Beagleboard)
This build renders using OpenVG 1.x as supplied by the PowerVR SDK for the OMAP3.
It is assumed that the touch device has been configured previously.
If your application uses the Storyboard IO library then the Linux kernel must have sysv message queue support.
Operating System: Linux, Windows CE, Windows Compact 7, Mac OSX, Neutrino 6.5
Render Manager: OpenGL ES 2.0
Architecture ARMLE (Beagleboard)
This build renders using OpenGL ES 2.0 as supplied by the PowerVR SDK for the OMAP3.
It is assumed that the touch device has been configured previously.
If your application uses the Storyboard IO library then the Linux kernel must have sysv message queue support.
quality=[0|1|2]: set the rendering quality including shade model and texture filter. 0=nearest/flat, 1=linear/flat, 2=nearest/smooth (default=linear/flat)
fullscreen=[0|1]: run in fullscreen mode
multisample=[0|1]: Use 4x multisampling for anti-aliasing
vbo: Use vertex buffer objects
linejoin=[0|1]: Set line join style for path drawing, drawing joins can have a performance impact on framerate. 0=none, 1=round (default=1)
clipmode=[stencil|scissor]: Set the clipping mode to use, may have performance impacts. Each imlementation defaults to the best performance.
Different OpenGL ES implementations may have different performance characteristics. The above options will allow the user to test in order to achieve the best performance. For example the quality option enables users to quickly test appearance vs performance. Also on some platforms the use of Vertex Buffer Objects may give better performance.
Operating System: Neutrino 6.5.0
Render Manager: SDL
Architecture: X86
This build requires a working copy of the Simple Direct Media Library (SDL) with a minimum version of 1.2. This build uses the Freetype library for font loading and rendering. SDL for Neutrino is built on top of the Photon microGUI and therefore requires Photon to be running on your system. A precompiled version of SDL for Neutrino can be found on the Crank Software website (www.cranksoftware.com).
If your application uses the Storyboard IO library then the
mqueue
or mq
server process must be
running. For more information on QNX message queue configuration
for Storyboard IO refer to the Storyboard IO section of this
document.
Operating System: QNX Neutrino 6.5.
Render Manager: Advanced Graphics
Architecture: X86, ARMLE, PPCBE, SH
This build uses the Graphics Framework API for all rendering and the Font Fusion libraries for font loading and rendering. When running the Engine the display manager (io-display) must be running with a functional graphics driver and Photon must not be running.
If your application uses the Storyboard IO library then the
mqueue
or mq
server process must be
running. For more information on QNX message queue configuration
for Storyboard IO refer to the Storyboard IO section of this
document.
Operating System: WinCE 6.0, Windows Compact 7
Render Manager: WIN32
Architecture: ARMLE
Alpha blending must be compiled in to the target WinCE image
To utilize the -v verbosity options, a console must be compiled in to the target WinCE image
Use command line option to pass SB_PLUGINS directory since WinCE does not support enviroment variables. Eg: sbengine -omodel_mgr,plugin_path="/Temp"
liblua.dll must reside in the same directory as sbengine.exe, due to the lack of a PATH environment variable
Operating System: QNX Neutrino 6.5, Linux
Render Manager: Fujitsu V03
Architecture: ARMLE
This build uses the Fujitsu V03 library all rendering and the freetype library for font loading and rendering. When running this render manager no other graphical application can be running. Also Storyboard must be run with root access.
If your application uses the Storyboard IO library then the
mqueue
or mq
server process must be
running. For more information on QNX message queue configuration
for Storyboard IO refer to the Storyboard IO section of this
document.