Difference between revisions of "Writing applications for KolibriOS"
Line 476: | Line 476: | ||
<asm> | <asm> | ||
+ | |||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; | ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; | ||
Line 487: | Line 488: | ||
; The header | ; The header | ||
− | use32 | + | use32 |
− | + | org 0x0 | |
− | + | db 'MENUET01' | |
− | + | dd 1, START, I_END, 0x100000, 0x7fff0, 0x0, 0x0 | |
+ | |||
+ | |||
+ | include 'macros.inc' | ||
Line 498: | Line 502: | ||
START: ; start of execution | START: ; start of execution | ||
− | + | call shape_window ; function for shaping | |
− | + | call draw_window ; at first, draw the window | |
still: | still: | ||
− | + | mcall 10 ; wait here for event | |
− | + | ||
− | + | dec eax ; redraw request ? | |
− | + | jz red | |
− | + | ||
− | + | dec eax ; key in buffer ? | |
− | + | je key | |
− | + | ||
− | + | dec eax ; button in buffer ? | |
− | + | je button | |
− | + | ||
+ | jmp still | ||
red: ; redraw | red: ; redraw | ||
− | + | ||
− | + | call draw_window | |
+ | jmp still | ||
key: ; key | key: ; key | ||
− | + | ||
− | + | mcall 2 ; just read it and ignore | |
− | + | jmp still | |
button: ; button | button: ; button | ||
− | + | ||
− | + | mcall 17 ; get id | |
− | + | cmp ah,1 ; button id=1 ? | |
− | + | jne noclose | |
− | + | ||
− | + | mcall -1 ; close this program | |
noclose: | noclose: | ||
− | + | jmp still | |
shape_window: | shape_window: | ||
− | + | pusha | |
+ | |||
+ | ; give the shape reference area | ||
+ | |||
+ | mcall 50, 0, shape_reference | ||
+ | |||
+ | ; give the shape scale 32 x 32 -> 128 x 128 | ||
+ | ; you dont have to give this, scale is 1:1 by default | ||
+ | ; scale is set to 2^ecx | ||
+ | |||
+ | mcall 50, 1, 2 | ||
− | + | popa | |
− | |||
− | |||
− | |||
− | + | ret | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 600: | Line 606: | ||
draw_window: | draw_window: | ||
− | + | mcall 12, 1 ; notice os about start of redraw | |
− | |||
− | |||
− | + | ; DRAW WINDOW | |
− | + | mov eax, 0 ; function 0 : define and draw window | |
− | + | mov ebx, 100*65536 ; [x start] *65536 + [x size] | |
− | + | mov ecx, 100*65536 ; [y start] *65536 + [y size] | |
− | + | mov bx , [x_size] | |
− | + | mov cx , [y_size] | |
− | + | mov edx, 0x00cccc00 ; color of work area RRGGBB,8->color glide | |
− | + | mov esi, 0x00cccc00 ; color of grab bar RRGGBB,8->color glide | |
− | + | mov edi, 0x00cccc00 ; color of frames RRGGBB | |
− | + | mcall | |
+ | ; CLOSE BUTTON | ||
+ | mov eax, 8 ; function 8 : define and draw button | ||
+ | mov ebx, 78*65536+12 ; [x start] *65536 + [x size] | ||
+ | mov ecx, 20*65536+12 ; [y start] *65536 + [y size] | ||
+ | mov edx, 1 ; button id | ||
+ | mov esi, 0x5599cc ; button color RRGGBB | ||
+ | mcall | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | mcall 12, 2 ; end of redraw | ||
− | + | ret | |
− | |||
− | |||
− | |||
− | |||
; DATA | ; DATA | ||
− | x_size | + | x_size dw 127 |
− | y_size | + | y_size dw 127 |
I_END: | I_END: | ||
− | </asm> | + | </asm> |
− | + | ||
− | |||
== Threads == | == Threads == | ||
Revision as of 17:18, 27 December 2009
Writing applications for KolibriOS
Structure of an application
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.
The KolibriOS API (Application Programming Interface) is a easy-to-learn set of functions with practically no hierarchial accesses.
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. 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:
<asm>
;;;;;;;;;;;;;;;;;;;;;;;;; ; ; ; HEADER DATA ; ; ; ;;;;;;::;;;;;;;;;;;;;;;;;
START:
call draw_window ;;;;;;;;;;;;;;;;::;;;;;;; ; ; ; WAIT UNTIL EVENT ; <-----------------------------------------------I ; ; I ;;;;;::;;;;;;;;;;;;;;;;;; I ;;;;;;;::;;;;;;;;;;;;;;;; I ; ; redraw -> call draw_window -> I ; READ EVENT TYPE ; -> key -> read keypress -> process -> I ; ; button -> read buttonpress -> process -> I ;;;;;::;;;;;;;;;;;;;;;;;;
draw_window:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; ; DRAW STATIC WINDOW PARTS ; ; ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ret
DATA AREA:
;;;;;;;;;;;;;;;;;;;;;;;; ; ; ; STATIC DATA ; ; ; ;;;;;;;;;;;;;;;;;;;;;;;;
</asm>
Assembly example
A heavily commented assembly language realization of the above structure.
KolibriOS system calls can be executed with the 'int 0x40' command, altough it is better to use the mcall macro. The function number should be in eax register and other registers are used if necessary. Details of all currently available system calls are at the section (1g) System functions.
<asm>
- ;
- EXAMPLE APPLICATION ;
- ;
- Compile with FASM ;
- ;
- The header
use32 ; Tell compiler to use 32 bit instructions
org 0x0 ; the base address of code, always 0x0
db 'MENUET01' ; 8 byte id for application dd 0x01 ; header version dd START ; start of execution dd I_END ; size of image dd 0x100000 ; Amount of memory to use ; You can access memory from 0x0 to ; value defined here. The relocation ; of code is done with selectors ; set by the OS. dd 0x7fff0 ; stack position in memory area dd 0x0 ; Parameter passing value ; if set to other than zero, possible ; parameters are transferred at start. dd 0x0 ; Path passing value, works same as parameter passing
- The code area
include 'macros.inc'
START: ; start of execution
call draw_window ; draw the window
- After the window is drawn, it's practical to have the main loop.
- Events are distributed from here.
event_wait:
mov eax, 10 ; function 10 : wait until event mcall ; event type is returned in eax cmp eax, 1 ; Event redraw request ? je red ; Expl.: there has been activity on screen and ; parts of the applications has to be redrawn.
cmp eax, 2 ; Event key in buffer ? je key ; Expl.: User has pressed a key while the ; app is at the top of the window stack. cmp eax, 3 ; Event button in buffer ? je button ; Expl.: User has pressed one of the ; applications buttons. jmp event_wait
- The next section reads the event and processes data.
red: ; Redraw event handler
call draw_window ; We call the window_draw function and jmp event_wait ; jump back to event_wait key: ; Keypress event handler
mov eax,2 ; The key is returned in ah. The key must be mcall ; read and cleared from the system queue. jmp event_wait ; Just read the key, ignore it and jump to event_wait. button: ; Buttonpress event handler
mov eax,17 ; The button number defined in window_draw mcall ; is returned to ah. cmp ah,1 ; button id=1 ? jne noclose mov eax,-1 ; Function -1 : close this program mcall
noclose: jmp event_wait ; This is for ignored events, useful ; at development
- *********************************************
- ****** WINDOW DEFINITIONS AND DRAW ********
- *********************************************
- The static window parts are drawn in this function. The window canvas can
- be accessed later from any parts of this code (thread) for displaying
- processes or recorded data, for example.
- The static parts *must* be placed within the fn 12 , ebx = 1 and ebx = 2.
draw_window:
mov eax, 12 ; function 12:tell os about windowdraw mov ebx, 1 ; 1, start of draw mcall
; DRAW WINDOW mov eax, 0 ; function 0 : define and draw window mov ebx, 100*65536+300 ; [x start] *65536 + [x size] mov ecx, 100*65536+120 ; [y start] *65536 + [y size] mov edx, 0x14ffffff ; color of work area RRGGBB ; 0x02000000 = window type 4 (fixed size, skinned window) mov esi, 0x808899ff ; color of grab bar RRGGBB ; 0x80000000 = color glide mov edi, title mcall
mov ebx, 25*65536+35 ; draw info text with function 4 mov ecx, 0x224466 mov edx, text mov esi, 40 mov eax, 4 newline: ; text from the DATA AREA mcall add ebx, 10 add edx, 40 cmp byte [edx], 0 jne newline
mov eax,12 ; function 12:tell os about windowdraw mov ebx,2 ; 2, end of draw mcall
ret
- *********************************************
- ************* DATA AREA *****************
- *********************************************
- Data can be freely mixed with code to any parts of the image.
- Only the header information is required at the beginning of the image.
text db "It look's like you have just compiled "
db "your first program for KolibriOS. " db " " db "Congratulations! ", 0
title db "Example application", 0
I_END:
- The area after I_END is free for use as the application memory,
- just avoid the stack.
- Application memory structure, according to the used header, 1 Mb.
- 0x00000 - Start of compiled image
- I_END - End of compiled image
- + Free for use in the application
- 0x7ff00 - Start of stack area
- 0x7fff0 - End of stack area - defined in the header
- + Free for use in the application
- 0xFFFFF - End of freely useable memory - defined in the header
- All of the the areas can be modified within the application with a
- direct reference.
- For example, mov [0x80000],byte 1 moves a byte above the stack area.
</asm>
It should look like this (perhaps with other skin):
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.
Using uniform system colours
While previous example concentrated on creating a basic application, in this section more attention is paid on the outlook of the window.
You can use uniform desktop colors defined by a colour setup application.
New fuction in this example is get_system_colours.
<asm>
- ;
- UNIFORM SYSTEM COLOURS EXAMPLE ;
- ;
- Compile with FASM ;
- ;
- The header
use32 ; compiler to use 32 bit instructions
org 0x0 ; the base address of code, always 0x0 db 'MENUET01' ; 8 byte id for application dd 1, START, I_END, 0x100000, 0x7fff0, 0, 0
- The code area
window_size_X equ 300
window_size_Y equ 150
include 'macros.inc'
START: ; start of execution
call draw_window ; draw the window
- After the window is drawn, it's practical to have the main loop.
- Events are distributed from here.
event_wait:
mov eax,10 ; function 10 : wait until event mcall ; event type is returned in eax cmp eax,1 ; Event redraw request ? je red ; Expl.: there has been activity on screen and ; parts of the applications has to be redrawn. cmp eax,2 ; Event key in buffer ? je key ; Expl.: User has pressed a key while the ; app is at the top of the window stack. cmp eax,3 ; Event button in buffer ? je button ; Expl.: User has pressed one of the ; applications buttons. jmp event_wait
- The next section reads the event and processes data.
red: ; Redraw event handler call draw_window ; We call the window_draw function and jmp event_wait ; jump back to event_wait key: ; Keypress event handler mov eax,2 ; The key is returned in ah. The key must be mcall ; read and cleared from the system queue. jmp event_wait ; Just read the key, ignore it and jump to ; event_wait. button: ; Buttonpress event handler mov eax,17 ; The button number defined in window_draw mcall ; is returned to ah. cmp ah,1 ; button id=1 ? jne noclose mov eax,-1 ; Function -1 : close this program mcall noclose: jmp event_wait ; This is for ignored events, useful ; at development
get_system_colours:
pusha mov eax,48 ; fn 48 system colours mov ebx,3 ; subfn 3 : get mov ecx,app_colours ; pointer to return area mov edx,10*4 ; number of bytes to return mcall popa ret
app_colours: ; SYSTEM COLOURS TABLE
w_frames dd 0x0 ; - frames w_grab dd 0x0 ; - GRAB AREA w_grab_button dd 0x0 ; grab area button w_grab_button_text dd 0x0 ; grab area button text w_grab_text dd 0x0 ; grab area text w_work dd 0x0 ; - WORK AREA w_work_button dd 0x0 ; work area button w_work_button_text dd 0x0 ; work area button text w_work_text dd 0x0 ; work area text w_work_graph dd 0x0 ; work area graphics
- *********************************************
- ****** WINDOW DEFINITIONS AND DRAW ********
- *********************************************
- The static window parts are drawn in this function. The window canvas can
- be accessed later from any parts of this code (thread) for displaying
- processed or recorded data, for example.
- The static parts *must* be placed within the fn 12 , ebx = 1 and ebx = 2.
- When using system colours, the window colours are read from the
- SYSTEM COLOURS TABLE
draw_window:
mov eax,12 ; function 12:tell os about windowdraw mov ebx,1 ; 1, start of draw mcall call get_system_colours ; fetches system colours from os ; DRAW WINDOW mov eax,0 ; function 0 : define and draw window mov ebx,100*65536+window_size_X ; [x start] *65536 + [x size] mov ecx,100*65536+window_size_Y ; [y start] *65536 + [y size] mov edx,[w_work] ; color of work area 0xRRGGBB or edx,0x14000000 ; 0x02000000 = window type II ; 0x03000000 = skinned window mov esi,[w_grab] ; color of grab bar 0xRRGGBB or esi,0x80000000 ; 0x80000000 = colour glide mov edi, title mcall
mov ebx,25*65536+35 ; draw info text with function 4 mov ecx,[w_work_text] mov edx,text mov esi,40 newline: ; text from the DATA AREA mov eax,4 mcall add ebx,10 add edx,40 cmp byte [edx], 0 jne newline
mov eax,12 ; function 12:tell os about windowdraw mov ebx,2 ; 2, end of draw mcall ret
- *********************************************
- ************* DATA AREA *****************
- *********************************************
- Data can be freely mixed with code to any parts of the image.
- Only the header information is required at the beginning of the image.
text db 'THIS PROGRAM USES UNIFORM SYSTEM COLOURS'
db 'RETURNED TO A TABLE ', 0
title db 'EXAMPLE APPLICATION', 0
I_END:
</asm>
Freeform window
In this example we concentrate on shaping the window from rectangle to any form desired by the programmer. New fuction in this example is shape_window.
<a