BREW Developer Training

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1 A Historical Viewpoint J2ME Windows BREW <> Qualcomm MacOS <> Apple PalmOS <> Palm - many variations - one standard implementation - more buggy - less buggy - more UI variations - more consistent UI - loose h/w integration - tight h/w integration - low barrier to entry - higher barrier to entry - more tools and support - fewer tools and support - varying developer programs - strong, deep developer prog. - many vendors - few vendors - multiple business - one business relationship relationships 1 1

2 SDK Directory Structure Application directories and application MIF files typically stored in one Applications directory (e.g., Examples) Applications Directory Developer can optionally store MIFs with the applications or in another directory MyApp Directory OtherApp Directory Shared Directory DATA myapp.dll/ myapp.bar myapp.txt Applications can conveniently share data here Each application has its own directory that contains the application, supporting files, and subdirectories as needed SDK Development flexibility Developer can create any directory structure needed Settings on Simulator are changed accordingly 2

3 BREW Device Directory Structure Before 3.x /brew Topmost directory of the BREW file space is the /brew directory, known also as the BREW directory. Stored in this directory are application MIFs and application subdirectories myapp.mif app2.mif myapp app2 myapp.mod myapp.bar myapp.sig myapp.txt DATA Each application has its own directory that contains the application.mod,.sig,.bar, other supporting files, and subdirectories as needed shared Shared data, the location is specific to the OEM 3

4 BREW 3.x Device Directory Structure /brew The top level directory is the BREW applications directory, or simply the BREW directory. Device file systems are case sensitive and the directory is usually named as shown. myapp.mod /mod myapp app2 myapp.sig myapp.bar myapp.txt Applications are stored in the mod directory. Each application has its own directory that contains the application, supporting files, and subdirectories as needed DATA /mif myapp.mif app2.mif MIFs are stored in the mif directory. Each application has a corresponding mif fie. The name of the mif must match the name of the application directory /shared 4

5 Variable Naming Conventions Follows Microsoft s Hungarian conventions Prefix Meaning Example Notes p pointer pme pifile Pointer to me (applet data area in memory) Pointer to IFile interface pp pointer to pointer ppobj Pointer to pointer to Obj s string surl Name of URL sz null-terminated string szresfile Name of Resource File 5 5

6 Variable Naming Conventions Prefix Meaning Example Notes n integer nresid nsize Resource id number Size w word (unsigned int) wparam 16 bit parameter dw double word (unsigned) dwparam 32 bit parameter c character cdigit Character code for digit b boolean benable Enable / disable flag 6 6

7 Variable Naming Conventions UPPERCASE - Constants Accessing variables pme->pimenuctl -- access pointer to menu control interface pme->myvariable Accessing members of structures s.m m is member of structure s pme->deviceinfo.cxscreen m_ conventions sometimes used to indicate member pme->a.m_pidisplay 7 7

8 How it fits together QC Website QC Website MIF Editor.BID Device Packs.MFX.MIF Simulator.SIG Resource Editor.BRH.BAR Apploader Phone.BRX.DLL Visual Studio.MAK source.c BREW/INC.h ARM Compiler.MOD #include.bid and.brh in source.c file 8 8

9 9 9 API Course Roadmap BREW OS on Phone IBase Interface I S h e l l I D i s p l a y I M e n u IFileMgr IFile IData base I G r a p h i c s MISC E V E N T H A N D L I N G C A L L B A C K S I S o u n d INet work IWeb

10 IGraphics Data Structure Examples (AEEGraphics.h) Structures and unions typedef struct _circle { int16 cx, cy; // Center of the circle int16 r; // Radius of the circle } AEECircle; Enumerated types // Enum for Stroke Styles enum { STROKE_SOLID, STROKE_DOTTED }; Constants // Flags used for handling clipping region #define AEE_GRAPHICS_NONE 0x00 #define AEE_GRAPHICS_FRAME 0x02 #define AEE_GRAPHICS_CLEAR 0x04 #define AEE_GRAPHICS_FILL 0x08 BREW Developer Training 10 10

11 ISHELL_CreateInstance() Used to create instances of classes, especially BREW interfaces int ISHELL_CreateInstance(IShell * pishell, AEECLSID cls, void ** ppobj); // create main menu if (ISHELL_CreateInstance(pMe->pIshell, AEECLSID_MENUCTL, (void **) pme->pimainmenu)) == SUCCESS){ 11 11

12 Releasing Interfaces WARNING: Only release interface once if (pme->pimainmenu)){ IMENUCTL_Release(pMe->pIMainMenu); pme->pimainmenu = NULL; } 12 12

13 ISHELL_GetDeviceInfo() Example Example Screen size from Simon game AEEDeviceInfo di; // local variable allocated on stack di.wstructsize = SIZEOF(AEEDeviceInfo); // Get the device info and set the screen rect ISHELL_GetDeviceInfo(pMe->pIShell, &di); pme->screenrect.x = 0; pme->screenrect.y = 0; pme->screenrect.dx = di.cxscreen; pme->screenrect.dy = di.cyscreen; pme->quadrect[0].x = 0; pme->quadrect[0].y = 0; pme->quadrect[0].dx = di.cxscreen / 2; pme->quadrect[0].dy = di.cyscreen / 2; 13 13

14 IDisplay_DrawText in Detail IDISPLAY_DrawText(pMe->pIDisplay, AEE_FONT_BOLD, szwidehellostring, // here is our string to print -1, 0, 0, 0, IDF_ALIGN_CENTER IDF_ALIGN_MIDDLE); Prototype: int IDISPLAY_DrawText ( IDisplay * pidisplay, // pointer to IDisplay AEEFont Font, // font (constant) const AECHAR * pctext, // pointer to wide buffer int nchars, // number of chars to disply int x, // x position on screen int y, // y position on screen const AEERect * prcbackground, // pointer to clipping area uint32 dwflags // optional flags ) 14 14

15 IDisplay_DrawText Flags Specifies the flags that can be used for drawing the text. This can be a logical OR of one of the items selected from each of the following entries: One of the horizontal alignment flags (IDF_ALIGN_LEFT, IDF_ALIGN_CENTER, IDF_ALIGN_RIGHT) One of the vertical alignment flags (IDF_ALIGN_TOP,IDF_ALIGN_MIDDLE, IDF_ALIGN_BOTTOM) One of the text format flags (IDF_TEXT_UNDERLINE, IDF_TEXT_INVERTED) One of the rectangle format flags (IDF_RECT_FRAME, IDF_RECT_FILL, IDF_RECT_INVERT) these flags work on the prcbackground rectangle, using the CLR_USER_BACKGROUND as the fill color and CLR_USER_FRAME as the frame color. If any of the Flags for the rectangle are specified, then this rectangle is also used as filling

16 IDisplay_DrawRect Example // Draw rectangle in top half of screen; filled with Red and with a frame in Blue. AEERect rct; SETAEERECT (&rct, 0, 0, di->cxscreen, di->cyscreen/2); clrframe = MAKE_RGB (0, 0, 0xff); // Blue color clrfill = MAKE_RGB (0xff, 0, 0); // Red color dwflags = IDF_RECT_FILL IDF_RECT_FRAME; // Draw rectangle with values initialized above IDISPLAY_DrawRect (pme->a.m_pidisplay, &rct, clrframe, clrfill, dwflags); 16 16

17 IDisplay Exercise 17 17

18 Timer Example ISHELL_SetTimer(pMe->pIShell, 1000, // time in milliseconds PlaybackTimerCB, // call back function return; } (void*)pme); // parameter to callbck static void PlaybackTimerCB(void *puser){ myapp* pme = (myapp*)puser; int CurrentQuad = pme->sequence; RenderQuad(pMe, CurrentQuad); 18 18

19 Message Box and Prompt Functions ISHELL_MessageBox() ISHELL_MessageBoxText() ISHELL_Prompt() ISHELL_ShowCopyright() 19 19

20 Message Box Example /* ISHELL_MessageBox: instructs the shell to display a message box to the user. A message box is a simple window with a title and text. Title and message contained in resource file. */ char szresfile[] = APP_RES_FILE; ISHELL_MessageBox(pMe->pIShell, szresfile, IDS_MESSAGEBOX_TITLE, IDS_MESSAGEBOX_TEXT); 20 20

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