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📄 uglinit.h

📁 S1D13506windml下的驱动程序,支持vxworks5.4 支持tornado2.0 windml2.0
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/* uglInit.h - UGL configuration file */

/* Copyright 2000 Wind River Systems, Inc. All Rights Reserved */

/*
modification history
--------------------
01i,10nov00,jlb  Change INCLUDE_UGL_BMF_UNICODE to INCLUDE_UGL_UNICODE
01h,20oct00,jlb  Adjusted default configuration to be a legal configuration
01g,13oct00,jlb  Removed IDT9510 special compile
01f,15sep00,rfm  Changed default memory size from 0x8000 to 0x100000
01e,14sep00,jlb  Added memory pool as configuration item
01d,08sep00,jlb  Added powerPC CHRP/PRep memory model
01c,30aug00,gav  Added PPC 821.
01b,15aug00,jlb  added SH Q2SD graphics device
01a,28jan00,jlb  written
*/

/*

DESCRIPTION

This header file provides definitions to configure an WindML system when the
configuration mechanism is the command line.  This file is typically not used
when the WindML configuration tool is used.  The only instance when this file
is used when the WindML configuration tool is used is when default parameters
are not satisfactory.  The default parameters are assigned at the end of this
file just prior to the inclusion of the uglDepend.h file.

To successfully configure WindML, requires that each of the following items be
configured:
 
\is
\i  Graphics device
\i  Input devices
\i  Fonts
\i  Audio
\ie

The first step to establishing an WindML configuration is to select the
device drivers that match the hardware configuration. To select the
device drivers that are to be used, define the appropriate INCLUDE_
driver statement.  For example, to include the MediaGX graphics
device define the INCLUDE_MEDIAGX_GRAPHICS, as follows:
  
\cs
#define INCLUDE_MEDIAGX_GRAPHICS
\ce

All other graphics drivers must be undefined.  The similar operation
should be performed for the keyboard, pointer, and audio,

After the device drivers are selected, then each of the selected device 
drivers must be configured.


\sh  Graphics Device

The characteristics of the graphics device and output display device needs to 
be configured for frame buffer format, monitor dimensions,  refresh 
rate, and output device type.  These characteristics vary among graphics 
drivers.  For a list of the capabilities for a particular graphics device, 
please refer to the '*.txt' file within the 'h/ugl/driver/graphics/<device>' 
directory.

The following items must be set up to configure the graphics device:

\is
\i  Display dimensions (width and height) 
    The width and height of a display is provided in the number of pixels
\i  Display Refresh rate
\i  Output device type (flat panel type)
    The output device type defaults to a CRT monitor if a flat panel type
    is not selected.
\i  Graphics color format 
    The graphics color format, called the frame buffer format, must be
    defined.
\i  Optional components
    Optional graphics device components such as JPEG, Video, etc. can be 
    selected, as appropriate.
\ie


\sh Input Devices

WindML supports two general categories of input devices; keyboard and pointer.
A default set of device names are selected for the input devices, as follows:

\is
\i  PC Keyboard -   Default name is /sysKeyboard/0
\i  PS-2 mouse -    Default name is /sysMouse/0
\i  Serial mouse -  Default name is /tyCo/0
\i  touchscreen -   Default name is /touchScreen/0
\ie

These default names may be changed by defining the macros SYS_KEYBOARD_NAME
and SYS_POINTER_NAME at the end of this file (prior to the inclusion of the
header file <uglDepend.h>.  For example, to change a Microsoft serial mouse
to use /tyCo/1, the following line should be added immediately before
the inclusion of uglDepend.h:

\cs
#define SYS_POINTER_NAME /tyCo/1
\ce

 
\sh Fonts

For any application that will use text, a font engine must be selected.


\sh Audio

To use audio, the audio channel on the audio board must be defined.


\sh  Target specific requirements

Some target systems has to enable unique features for use of the WindML.  It
is very rare for target specific features to be enabled. These are 
typically required when the BSP for a target board is non-standard.


\sh Configuration Process

When a chosen configuration is not valid for the selected hardware, the
configuration process may override the specified configuration by selecting
default values.  Please refer to the hardware device description in the readme 
file for the applicable device in the 'h/ugl/driver/<type>/<device>'
directory.

\sh Adding a custom driver 

A custom device driver (graphics, keyboard, or pointer) may be configured that
is not within the directory structure of WindML.  A custom device driver requires
the following items to be defined for a graphics device:

\is
\i  UGL_GRAPHICS_NAME
        string defining the graphics device name
\i  UGL_GRAPHICS_CREATE 
        name of the function to initialize the device
\i  UGL_COLOR_DEPTH 
        depth of the frame buffer (8 or 16)
\i  UGL_MODE_FLAGS 
        type of frame buffer (UGL_MODE_DIRECT_COLOR or UGL_MODE_INDEXED_COLOR)
\i  UGL_GRAPHICS_INSTANCE
        defines the occurrence of the graphics device.  For PCI type devices
        this is typically the location on the PCI bus with 0 being the 
        first device.  For other devices this may indicate the physical
        address of the graphics device.  An then other graphics devices may not
        use this parameter.
\i  UGL_GRAPHICS_IRQ
        specifies the interrupt request level.  For most graphics devices this
        parameter is not used.
\i  UGL_GRAPHICS_VECTOR
        specifies the interrupt vector number.For most graphics devices this
        parameter is not used.   
\ie

When adding a custom keyboard device, the following parameters must be
defined:

\is
\i  SYS_KEYBOARD_CREATE
        specifies the name of the function that creates the keyboard device
        driver.  This parameter is not defined if the keyboard device is
        previously created by VxWorks (as is the case with the serial devices
        /tyCo/0, /tyCo/1 ....)
\i  UGL_KEYBOARD_INIT
        name of the function to initialize the keyboard device and to hook
        it into the UGL event services
\i  SYS_KEYBOARD_NAME
        name of the keyboard device
\ie
	   
When adding a custom pointer device, the following parameters must be
defined:

\is
\i  SYS_POINTER_CREATE
        specifies the name of the function that creates the pointer device
        driver.  This parameter is not defined if the pointer device is
        previously created by VxWorks (as is the case with the serial devices
        /tyCo/0, /tyCo/1 ....)
\i  UGL_POINTER_INIT
        name of the function to initialize the pointer device and to hook
        it into the UGL event services
\i  SYS_POINTER_NAME
        name of the pointer device
\ie


The file <h/ugl/config/uglTemplateCustom.h> provides an example of defining
these parameters.   To add a custom driver, the steps required are:

\ml
\m  1.  Copy the uglTemplateCustom.h file to the another file to use as a
        basis for the custom driver definition.
\m  2.  Make the necessary changes to the file to reflect the custom driver.
\m  3.  Define the appropriate INCUDE_CUSTOM_.. definitions to reflect
        the custom device drivers.
\m  4.  Define UGL_CUSTOM_DRIVER_DEFS to reference the custom driver header
        file. 
\m  4.  Build WindML
\me

*/

#ifndef __INCuglinith
#define __INCuglinith

#if __cplusplus
extern "C" {
#endif

#include <ugl/uglclr.h>
#ifndef CONFIG_TOOL

/******************************************************************
                                                                
    Select the device drivers to include in system

*******************************************************************/
#ifndef BUILD_DRIVER


/* Specify the graphics device to use (Select 1) */
#undef  INCLUDE_BIOS_GRAPHICS
#undef  INCLUDE_CHIPS_GRAPHICS
#undef  INCLUDE_CUSTOM_GRAPHICS         /* User defined graphics device */
#undef  INCLUDE_IGS_GRAPHICS
#undef  INCLUDE_MEDIAGX_GRAPHICS
#undef  INCLUDE_SA11XX_GRAPHICS
#undef  INCLUDE_SIMULATOR_GRAPHICS
#undef  INCLUDE_Q2SD_GRAPHICS
#undef  INCLUDE_M821_GRAPHICS
#define INCLUDE_VGA_GRAPHICS

/* Specify the keyboard type (Select 1) */
#define INCLUDE_PC_AT_KEYBOARD          /* Standard PC AT style */
#undef  INCLUDE_CUSTOM_KEYBOARD         /* User defined keyboard device */
#undef  INCLUDE_SIMULATOR_KEYBOARD      /* Simulator keyboard device */

/* Specify the type of pointer device (Select 1) */
#undef  INCLUDE_ASSABET_POINTER         /* Assabet touchscreen */
#undef  INCLUDE_CUSTOM_POINTER          /* User defined pointer device */
#undef  INCLUDE_MS_POINTER              /* Microsoft serial mouse */
#define INCLUDE_PS2_POINTER             /* PS-2 type mouse */
#undef  INCLUDE_SIMULATOR_POINTER       /* Simulator pointer device */

/* Specify the audio hardware device (Select 1) */
#undef  INCLUDE_IGS_AUDIO
#undef  INCLUDE_CUSTOM_AUDIO            /* User defined audio device */

/* Specify the font engine (Select 1) */
#define INCLUDE_BMF_FONTS
#undef INCLUDE_AGFA_FONTS

#endif /* BUILD_DRIVER */

/******************************************************************
                                                                
    Define configuration of the keyboard device 

*******************************************************************/

/* Specify the keyboard key mapping (Select 1) */

#define  INCLUDE_KMAP_ENGLISH_US
#undef  INCLUDE_KMAP_ENGLISH_UK
#undef  INCLUDE_KMAP_GERMAN
#undef  INCLUDE_KMAP_ITALIAN
#undef  INCLUDE_KMAP_FRENCH
#undef  INCLUDE_KMAP_SWEDISH
#undef  INCLUDE_KMAP_NONE

/******************************************************************
                                                                
    Define configuration of the output device 

*******************************************************************/

/*
 * Specify characteristics of the display 
 */

#define UGL_DISPLAY_WIDTH       640
#define UGL_DISPLAY_HEIGHT      480
#define UGL_REFRESH_RATE        60

/*
 * When using a flat panel, select the flat panel type
 * (Defaults to a CRT monitor)
 */ 
#undef INCLUDE_UGL_KYOCERA_KCS057QV1AA  /* Passive, 320x240x8 */
#undef INCLUDE_UGL_SHARP_LM9V385        /* Dual panel passive, 640x480x8 */
#undef INCLUDE_UGL_SHARP_LQ039Q2DS01    /* TFT, 320x240x(8 or 16) */


/* 
 * Specify the frame buffer format (Select 1)
 */

#undef INCLUDE_UGL_MONO                     
#undef INCLUDE_UGL_GREYSCALE2
#undef INCLUDE_UGL_GRAYSCALE4 
#undef INCLUDE_UGL_GRAYSCALE8  
#define INCLUDE_UGL_INDEXED4 
#undef INCLUDE_UGL_INDEXED8
#undef INCLUDE_UGL_ARGB4444
#undef INCLUDE_UGL_RGB565
#undef INCLUDE_UGL_ARGB8888

/* 
 * Select graphics driver optional components 
 */
#undef INCLUDE_UGL_ALPHA                /* Alpha blending */
#undef INCLUDE_UGL_DOUBLE_BUFFERING     /* Double buffering */
#undef INCLUDE_UGL_JPEG                 /* JPEG extension */
#undef INCLUDE_UGL_OVERLAY              /* Video overlay support */
#define INCLUDE_UGL_SW_CURSOR            /* Software cursor */
#undef INCLUDE_UGL_VIDEO                /* Video extension */


/******************************************************************
                                                                
    Define configuration for audio 

*******************************************************************/


/*
 * Specify the channel on the device to use for audio
 */
#define SOUND_CHANNEL           0


/******************************************************************
                                                                
    Define configuration for fonts 

*******************************************************************/

/*** General font engine definitions ***/

/* Include Unicode fonts  */
#define INCLUDE_UGL_UNICODE 


/*** UGL Bitmap font engine specific definitions ***/

/* The BMF Glyph cache can be sized according to number of glyphs or
 * number of bytes of memory with a separate memory pool. The final
 * number of glyphs that are actually cachable is limited by the amount
 * of memory in the memory pool. */

/* Size of cache */
#define BMF_FONT_GLYPH_CACHE_SIZE       UGL_BMF_GLYPH_CACHE_SIZE_MAX 

/* Memory pool to use for glyph cache */
#define BMF_FONT_GLYPH_CACHE_MEM_POOL   UGL_DEFAULT_MEM_POOL_ID

/* Specific fonts that are to be used are defined within the file
 * uglBmfCfg.c
 */


/******************************************************************
                                                                
    Define Memory pool configuration

*******************************************************************/

/* When INCLUDE_UGL_MEM_POOL is defined a private memory pool is
 * used for all memory allocations within UGL.  When not defined,
 * the system memory pool is used for all allocations
 */
#undef INCLUDE_UGL_MEM_POOL

/* The size of the memory pool in bytes */
#define UGL_MEM_POOL_SIZE  0x100000


/******************************************************************
*                                                                
*    Define miscellaneous items 
*
* When the processor type is the powerPC, the memory model needs to
* be defined.  When UGL_TARGET_CHRP is defined the Common Hardware
* Reference Platform (CHRP) is used.  When UGL_TARGET_CHRP is not
* defined, then the PowerPC Reference Platform (PReP) memory model
* is used.
*
*/
#define UGL_TARGET_CHRP

/*
 * Enable unique features for non-standard target boards
 */
 



/* Define the path and file name for a custom driver header file */
#define UGL_CUSTOM_DRIVER_DEFS     "ugl/config/uglCustom.h"

#endif /* CONFIG_TOOL */

/* Add any configuration values that are to be overridden from the
 * defaults here.  Examples of items are size of the input event queue,
 * name of the keyboard device, name of the pointer device,  mechanism 
 * to access the keyboard/pointer, and memory management mechanism.  Refer 
 * to the WindML documentation for a complete list of items that may be 
 * modified.
 *
 * Any definitions that are placed here are used whether the WindML is
 * configured from the command line or by the WindML configuration tool.
 *
 */


#include <ugl/config/uglDepend.h>
#endif  /* __INCuglinith */

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