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83 lines
2.9 KiB
Markdown
83 lines
2.9 KiB
Markdown
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Porting
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=======
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FRT is a modular system, and FRT modules can be developed and tested mostly in
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isolation, without compiling them as part of Godot. The idea is that
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developing and testing a module can be done on a real board with a very quick
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test cycle. Once the module is tested, it can be compiled as part of Godot.
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As an example, compiling and linking every FRT module from scratch takes less
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than 5 seconds on a Pi 2. Relinking them takes less than 1 second.
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As another example, compiling and linking the `video_fbdev` module on a
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A10-based board takes less than 3 seconds.
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Modules don't need to be generic. For example, you could access a custom
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device via GPIO and make a custom module implementing the `frt::Keyboard`
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interface. You can then use it instead of one of the standard keyboard
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modules.
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## Compiling and Testing a Module
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To get familiar with the process, here is how to compile and test the
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`mouse_x11` module on a Linux debian desktop. Either clone the repository
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or uncompress the FRT source tarball:
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$ git clone https://github.com/efornara/frt
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$ cd frt
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The X11 FRT modules can dynamically load the `libX11.so` library. The loading
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code is not included in the repository and it is generated by a python script.
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If you have python available, you can generate the loading code like this:
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$ cd dl
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$ ./procdl.py x11.dl
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You will then have to compile and link the generated `x11.gen.cpp` file.
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If you don't have python available, you can use a shell script that generates
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a mock `x11.gen.h` file instead:
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$ ./minidl.py x11.dl
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In this case, there is no 'x11.gen.cpp` file to compile and link.
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In the `porting` directory, there is a sample `Makefile`. It has been written
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so that there shouldn't be a need to change it. Instead, changes can be made
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to the `Local.mk` file. If you are using git, you don't need to commit the
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file to the repository and you can just soft-link the real one to it:
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$ cd ../porting
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$ make local
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git update-index --assume-unchanged Local.mk
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$ touch Test.mk
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$ ln -sf Test.mk Local.mk
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Here is an example `Test.mk` for the python-generated dynamic loading code.
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OBJS += test_mouse.o mouse_x11.o x11.gen.o
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LIBS += -ldl
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And here is an example `Test.mk` for the mock dynamic loading header:
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OBJS += test_mouse.o mouse_x11.o
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LIBS += -lX11
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You can then compile and test the module like this:
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$ make run
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## Tips
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- If you have a powerful board, consider starting the Godot compilation in
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background, making sure to choose compilation options carefully as changing
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them later can trigger a full recompile. Also, make sure that ALSA and udev
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are enabled (if you need them).
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- If you don't have a powerful board, consider cross compiling.
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- If you need to add preprocessor definitions or special include directories to
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the compiler command line, add them in the cloned `frt_env` environment
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defined in `SCsub`. This way, they will only be used when compiling the files
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in `platform/frt` and changing them will not trigger a full recompile.
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