Difference between revisions of "Writing applications for KolibriOS"

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= Structure of an application =
 
= Structure of an application =
     
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Programming for KolibriOS is easy as you first learn the basic structure of an application. At this point I assume you have some experience in assembly language.
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KolibriOS's application structure is not specifically reserved for asm programming, the header can be produced with practically any other language. However, the overall application programming design is intended for easy 32 bit asm programming. The GUI is extremely easy to handle with especially asm language.
 
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The KolibriOS API (Application Programming Interface) is a easy-to-learn set of functions with practically no hierarchial accesses.
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Programming for KolibriOS is easy as you first learn the basic structure of an application. At this point I assume you have some experience in assembly language.<br>
 
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The KolibriOS API (Application Programming Interface) is an easy-to-learn set of functions with practically no hierarchical accesses.
The operating of an application is based on events.
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The operating of an application is based on events. The application is notified by the OS with the event type and the application acts accordingly.<br>
The application is notified by the OS with the event type and the application acts accordingly. There are three event types an application is expected to handle by default: window redraw, keypress and buttonpress.
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There are three event types an application is expected to handle by default: window redraw, keypress and buttonpress.
 
+
 
 
Flow chart and structure of an application with default events:
 
Flow chart and structure of an application with default events:
 
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  ;;;;;;;;;;;;;;;;;;;;;;;;;
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<syntaxhighlight>
  ;                      ;
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;;;;;;;;;;;;;;;;;;;;;;;;;
  ;    HEADER DATA      ;
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;                      ;
  ;                      ;
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;    HEADER DATA      ;
  ;;;;;;::;;;;;;;;;;;;;;;;;
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;                      ;
 
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;;;;;;::;;;;;;;;;;;;;;;;;
START:
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START:
  call draw_window
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        call   draw_window
 
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  ;;;;;;;;;;;;;;;;::;;;;;;;
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;;;;;;;;;;;;;;;;;;;;;;;;;
  ;                      ;
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;                      ;
  ;  WAIT UNTIL EVENT    ;  <-----------------------------------------------I
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;  WAIT UNTIL EVENT    ;  <-----------------------------------------------I
  ;                      ;                                                  I
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;                      ;                                                  I
  ;;;;;::;;;;;;;;;;;;;;;;;;                                                  I
+
;;;;;;;;;;;;;;;;;;;;;;;;;                                                  I
                                                                            I
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;                                                                          I
  ;;;;;;;::;;;;;;;;;;;;;;;;                                                  I
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;;;;;;;;;;;;;;;;;;;;;;;;;                                                  I
  ;                      ;    redraw  ->  call draw_window            -> I
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;                      ;    redraw  ->  call draw_window            -> I
  ;    READ EVENT TYPE    ; ->  key      ->  read keypress    -> process  -> I
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;    READ EVENT TYPE    ; ->  key      ->  read keypress    -> process  -> I
  ;                      ;    button  ->  read buttonpress -> process  -> I
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;                      ;    button  ->  read buttonpress -> process  -> I
  ;;;;;::;;;;;;;;;;;;;;;;;;
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;;;;;;;;;;;;;;;;;;;;;;;;;
 
+
 
 
+
draw_window:
draw_window:
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;                            ;
  ;                            ;
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;  DRAW STATIC WINDOW PARTS  ;
  ;  DRAW STATIC WINDOW PARTS  ;
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;                            ;
  ;                            ;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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        ret
  ret
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;;;;;;;;;;;;;;;;;;;;;;;;
 
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;                      ;
DATA AREA:
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;    STATIC DATA      ;
 
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;                      ;
  ;;;;;;;;;;;;;;;;;;;;;;;;
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;;;;;;;;;;;;;;;;;;;;;;;;
  ;                      ;
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</syntaxhighlight>
  ;    STATIC DATA      ;
 
  ;                      ;
 
  ;;;;;;;;;;;;;;;;;;;;;;;;
 
  
 
= The header =
 
= The header =
  
<asm>
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<syntaxhighlight>
        db     'MENUET01'    
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db 'MENUET01'
</asm>
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</syntaxhighlight>
Since KolibriOS still is more or less API compatible with MenuetOS, it has the same header.<br>
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There is also an older version of the header wich uses 'MENUET00' but it should not be used anymore.
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Since KolibriOS still is more or less API compatible with MenuetOS, it has the same header. There is also an older version of the header which uses 'MENUET00', but it should not be used anymore.
<asm>
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        dd     0x01           ; header version
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<syntaxhighlight>
</asm>
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dd 0x01 ; header version
 +
</syntaxhighlight>
 +
 
 
Speaks for itself.
 
Speaks for itself.
<asm>
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        dd     START           ; start of execution
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<syntaxhighlight>
</asm>
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dd START ; start of execution
START is the label in your program where kernel will jump to after loading the program.<br>
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</syntaxhighlight>
You could use another name, but it's convenient to always use the same..
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<asm>
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START is the label in your program where kernel will jump to after loading the program. You could use another name, but it's convenient to always use the same.
        dd     I_END           ; size of image
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</asm>
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<syntaxhighlight>
This is the total size of the program code in bytes, its easy to use a label wich you place at the end of the code.
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dd I_END ; size of image
<asm>
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</syntaxhighlight>
        dd     0x100000      
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</asm>
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This is the total size of the program code in bytes, its easy to use a label which you place at the end of the code.
This is the amount of ram that will be reserved for your app.<br>
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You could use a static value as shown here, or you could use IM_END + xx bytes<br>
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<syntaxhighlight>
There, IM_END would be the label to the end of code + all static declarations you made after the code.<br>
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dd 0x100000
The xx bytes then are the number of bytes you want to use for the stack.<br><br>
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</syntaxhighlight>
Also note, this value can later be changed by using system functions
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<asm>
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This is the amount of ram that will be reserved for your app. You could use a static value as shown here, or you could use I_END + xx bytes. There, I_END would be the label to the end of code + all static declarations you made after the code. The xx bytes then are the number of bytes you want to use for the stack. Also note, this value can later be changed by using system functions.
        dd     0x100000         ; stack position in memory area
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</asm>
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<syntaxhighlight>
Where the end of stack is (the value of esp at start of program).<br>
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dd 0x100000 ; stack position in memory area
Logically, this would be the same as the previous value.
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</syntaxhighlight>
<asm>
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        dd     0x0             ; Parameters
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Where the end of stack is (the value of esp at start of program). Logically, this would be the same as the previous value.
</asm>
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If you want to use parameters, this should be a pointer to a 1024 byte buffer, in wich those parameters will be written by the kernel. <br>
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<syntaxhighlight>
If you dont want to use them, set this dword to 0
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dd 0x0 ; Parameters
<asm>
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</syntaxhighlight>
        dd     0x0             ; Path  
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</asm>
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If you want to use parameters, this should be a pointer to a 1024 byte buffer, in which those parameters will be written by the kernel. If you don't want to use them, set this dword to 0.
 +
 
 +
<syntaxhighlight>
 +
dd 0x0 ; Path  
 +
</syntaxhighlight>
 +
 
 
Path value, works the same as parameter.
 
Path value, works the same as parameter.
  
 
= System calls =
 
= System calls =
  
The System calls (API) are explained in various sources. There is the file syscalls.txt wich you can find in kolibrios itself, but also in the zip file of the distribution.<br>
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The System calls (API) are explained in various sources. There is the file syscalls.txt which you can find in KolibriOS itself, but also in the zip file of the distribution.< If you understand russian, you can also find system calls on this wiki.
If you understand russian, you can also find system calls on this wiki.<br><br>
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To execute a system call, you first need to fill the registers with the correct value.
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To execute a system call, you first need to fill the registers with the correct value. Say we want to wait a couple of milliseconds, we need to use system function 5 and place the time we want to wait in ebx.
Say we want to wait a couple of milliseconds, we need to use system function 5 and place the time we want to wait in ebx.
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<asm>
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<syntaxhighlight>
      mov    eax, 5
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        mov    eax, 5
      mov    ebx, 10
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        mov    ebx, 10
</asm>
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</syntaxhighlight>
Now, we need to execute the function, this can be done with int 0x40
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<asm>
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Now, we need to execute the function, this can be done with int 0x40:
      int    0x40
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</asm>
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<syntaxhighlight>
But also with more modern instructions such as syscall, sysenter etc.<br>
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        int    0x40
It's convenient to use the mcall macro from macros.inc, then you can chose to use int 0x40 or another method, at compile time.<br>
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</syntaxhighlight>
This macro also accepts parameters, first is eax, second is ebx, ...<br>
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Code for the above would be:
+
But also with more modern instructions such as syscall, sysenter etc. It's convenient to use the mcall macro from macros.inc, then you can choose to use int 0x40 or another method, at compile time. This macro also accepts parameters, first is eax, second is ebx, ...<br> Code for the above would be:
<asm>
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      mcall   5, 10
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<syntaxhighlight>
</asm>
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        mcall   5, 10
 +
</syntaxhighlight>
  
 
= Coding Style =
 
= Coding Style =
  
It's adviseable to use the coding style, as descibed here: [[Style]]
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It's advisable to use the coding style, as described here: [[Style]]
 +
 
 +
= The API =
 +
You can find the latest API documentation in /kernel/docs/ in the SVN repository ([http://websvn.kolibrios.org/listing.php?repname=Kolibri+OS&path=%2Fkernel%2Ftrunk%2Fdocs%2F WebSVN])<br>
 +
Inside KolibriOS, you can find sysfuncs.txt (english version) or sysfuncr (russian version) in DOCKPACK program.<br>
 +
These files also come with the so called distribution kit, in documents folder.
  
 
= Assembly examples =
 
= Assembly examples =
 +
 +
Some examples are listed on this page, more can be found on the SVN server in the folder /programs/develop/examples/ ([http://websvn.kolibrios.org/listing.php?repname=Kolibri+OS&path=%2Fprograms%2Fdevelop%2Fexamples%2F WebSVN])
  
 
== Simple example ==
 
== Simple example ==
 
+
 
<asm>
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<syntaxhighlight>
 
 
 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
;                                                  ;
 
;                                                  ;
Line 135: Line 146:
 
;                                                  ;
 
;                                                  ;
 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
+
 
 +
format binary as ""                    ; Binary file format without extenstion
 +
 
 +
use32                                  ; Tell compiler to use 32 bit instructions
 +
 
 +
org 0x0                                ; the base address of code, always 0x0
 +
 
 
; The header
 
; The header
 
 
use32                          ; Tell compiler to use 32 bit instructions
 
  
        org    0x0            ; the base address of code, always 0x0
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db 'MENUET01'
 +
dd 0x01
 +
dd START
 +
dd I_END
 +
dd 0x100000
 +
dd 0x7fff0
 +
dd 0, 0
  
        db      'MENUET01'     
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; The code area
        dd      0x01         
 
        dd      START         
 
        dd      I_END         
 
        dd      0x100000       
 
        dd      0x7fff0       
 
        dd      0, 0   
 
 
 
  
; The code area
+
include 'macros.inc'
  
        include 'macros.inc'
 
 
 
 
 
 
START:                                  ; start of execution
 
START:                                  ; start of execution
 
 
 
         call    draw_window            ; draw the window
 
         call    draw_window            ; draw the window
  
 
 
 
; After the window is drawn, it's practical to have the main loop.
 
; After the window is drawn, it's practical to have the main loop.
 
; Events are distributed from here.
 
; Events are distributed from here.
 
+
 
 
event_wait:
 
event_wait:
 
 
 
 
 
         mov    eax, 10                ; function 10 : wait until event
 
         mov    eax, 10                ; function 10 : wait until event
         mcall
+
         mcall                           ; event type is returned in eax
                                        ; event type is returned in eax
+
 
 
 
 
         cmp    eax, 1                  ; Event redraw request ?
 
         cmp    eax, 1                  ; Event redraw request ?
 
         je      red                    ; Expl.: there has been activity on screen and
 
         je      red                    ; Expl.: there has been activity on screen and
Line 178: Line 184:
 
         je      key                    ; Expl.: User has pressed a key while the
 
         je      key                    ; Expl.: User has pressed a key while the
 
                                         ; app is at the top of the window stack.
 
                                         ; app is at the top of the window stack.
 
+
 
 
         cmp    eax, 3                  ; Event button in buffer ?
 
         cmp    eax, 3                  ; Event button in buffer ?
 
         je      button                  ; Expl.: User has pressed one of the
 
         je      button                  ; Expl.: User has pressed one of the
 
                                         ; applications buttons.
 
                                         ; applications buttons.
 
+
 
 
         jmp    event_wait
 
         jmp    event_wait
 
+
 
 
 
 
 
 
;  The next section reads the event and processes data.
 
;  The next section reads the event and processes data.
 
 
 
 
  red:                                  ; Redraw event handler
 
  
 +
red:                                    ; Redraw event handler
 
         call    draw_window            ; We call the window_draw function and
 
         call    draw_window            ; We call the window_draw function and
 
         jmp    event_wait              ; jump back to event_wait