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69 lines
1.9 KiB
Markdown
69 lines
1.9 KiB
Markdown
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Environment
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===========
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Environment variables can be passed to FRT like this:
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export FRT_KMSDRM_DEVICE=/dev/dri/renderD128
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frt_096_216_pi2.bin -path ~/mygame
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Or like this:
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FRT_KMSDRM_DEVICE=/dev/dri/renderD128 frt_096_216_pi2.bin -path ~/mygame
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In most cases, you shouldn't need to set environment variables to use FRT.
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## `FRT_X11_UNDECORATED`
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Ask the window manager not to decorate the window, and force its position
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to be at 0,0.
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Work around the lack of fullscreen support in the X11 module. Intended to be
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used together with --resolution (or -r for Godot 2).
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## `FRT_KEYBOARD_ID` and `FRT_MOUSE_ID`
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If FRT fails to select the correct device for your keyboard and/or your mouse,
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you can force it to by specifying either the full path of the device, or its
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name as seen by the input bus. For example, to find out which name to use, you
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can use the following command:
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grep Name= /proc/bus/input/devices
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`FRT_KEYBOARD_ID` can also be used to let FRT open a "virtual keyboard". For
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example (GPIOnext):
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FRT_KEYBOARD_ID="GPIOnext Keyboard"
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or (Adafruit-Retrogame):
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FRT_KEYBOARD_ID=retrogame
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These variables are not relevant under X11.
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## `FRT_KMSDRM_DEVICE`
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Selection of the dri card to use is done by an heuristic tuned for the
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Pis. For other devices, you might have to select it manually. For
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example:
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FRT_KMSDRM_DEVICE=/dev/dri/renderD128
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## `FRT_MODULES`
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This should be used as a last resort and only if you know what you are doing.
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Forcing a module that cannot run is likely to result in FRT just crashing.
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To override which modules are loaded by FRT, use the following pattern:
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FRT_MODULES=<video>,<keyboard>,<mouse>
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For example, this forces FRT to use the legacy fbdev module (Mali binary
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driver for FBDEV):
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FRT_MODULES=video_fbdev,keyboard_linux_input,mouse_linux_input
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And this prevents FRT from grabbing/using the keyboard and the mouse:
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FRT_MODULES=video_kmsdrm,,
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