Application configuration reference¶
You can configure your Kanzi application:
In the C++ application override the
Application::onConfigure()
function of your application class. Kanzi calls this function as part of application initialization before it reads theapplication.cfg
and before it initializes the graphics subsystem. Use this function to configure application properties.In
application.cfg
by setting the parameters for Kanzi Studio projects without recompiling your application or even without a C++ application.
The configuration you specify in application.cfg
overrides the configuration you specify in Application::onConfigure()
.
Setting which application.cfg
to use¶
When you have more than one Kanzi application executable file in a directory, you can set a separate configuration file for each executable.
To set which application.cfg
to use when running your Kanzi application from the command line, enter the name of the application executable file followed by the -config
option, and the name of the configuration file.
For example, to run a Kanzi application named MyApplication with the myConfiguration.cfg file use
MyApplication.exe -config=myConfiguration.cfg
Using the application.cfg
¶
To configure your Kanzi application using application.cfg
, create an application.cfg
file that contains the parameter names and their values in:
<ProjectName>/Application Player
if you have a Kanzi Studio project without a C++ application<ProjectName>/Application/bin
if you have a Kanzi Studio project with a C++ application
When you launch your Kanzi application, the application uses the parameters in the application.cfg
to configure your application.
Running an application without reading the application.cfg
¶
On some embedded platforms reading the application.cfg
file can have a performance impact.
To run an application without reading the application.cfg
file, on the command line launch your Kanzi application with the -config=""
option.
For example, to run a Kanzi application named MyApplication without reading the application.cfg
file use
MyApplication.exe -config=""
Loading¶
BinaryName¶
You can set which kzb file or kzb configuration file your Kanzi application loads when you launch your Kanzi application.
See Using kzb files.
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# Loads the kzb file named my_application.kzb.
BinaryName = "my_application.kzb"
# Loads the kzb configuration file my_application.kzb.cfg that lists
# all the kzb files that your Kanzi application loads.
BinaryName = "my_application.kzb.cfg"
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// Loads the kzb file named my_application.kzb.
configuration.binaryName = "my_application.kzb";
// Loads the kzb configuration file my_application.kzb.cfg that lists
// all the kzb files that your Kanzi application loads.
configuration.binaryName = "my_application.kzb.cfg";
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FontEngine¶
You can set which font engine you want to load at application startup to render the text in your application:
FreeType uses the FreeType rasterizer, HarfBuzz shaper, and ICU bidirectional library, and libunibreak for line breaking. This is the default font engine.
iType uses the Monotype iType rasterizer and WorldType® Shaper™ for shaping.
When you do not load a font engine, Kanzi does not render the text in your application.
When loading a font engine, keep in mind that:
In a static build, you must statically link to the application the font engine that you want to load.
In a dynamic build, Kanzi loads the font engine library.
You can also set which font engine you want the Kanzi Studio Preview to use to render text. See Setting the font engine for the Preview.
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# Load the iType font engine at application startup.
FontEngine = IType
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// Load the iType font engine at application startup.
configuration.fontEngine = ApplicationProperties::FontEngine::IType;
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ModuleNames¶
You can set which plugins your Kanzi application loads when you launch your Kanzi application.
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# Loads the plugin DLL files MyPlugin1.dll and MyPlugin2.dll.
ModuleNames = "MyPlugin1; MyPlugin2"
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// Loads the plugin DLL files MyPlugin1.dll and MyPlugin2.dll.
configuration.moduleNames = {"MyPlugin1", "MyPlugin2"};
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LoadingThreadCount¶
When users run your Kanzi application in an environment with a multi-core processor, Kanzi automatically uses multiple CPU cores to load the GPU resources in the kzb files to RAM.
See Loading resources in parallel.
GPU resources Kanzi loads in parallel include all types of textures, shaders, and meshes. To deploy these resources from RAM to GPU memory and to load prefab templates, Kanzi always uses the main thread. See Images and textures best practices, Shaders best practices, Meshes best practices.
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# Switches off the use of multiple cores for loading your application.
# Loads your application resources using the main thread.
LoadingThreadCount = 0
# Uses six threads to load your application.
LoadingThreadCount = 5
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// Switches off the use of multiple cores for loading your application.
// Loads your application resources using the main thread.
configuration.loadingThreadCount = 0;
// Uses six threads to load your application.
configuration.loadingThreadCount = 5;
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MaxPendingResources¶
You can set the maximum number of resources that the loading threads process at the same time. By increasing the number of resources you can speed up the loading, but at the same time you increase the peak memory use during loading because you can load more resources to the memory before they are deployed to the GPU.
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# Sets the maximum number of resources processed by the loading
# threads to the number of loading threads + 1. This is the default value.
MaxPendingResources = 0
# Sets the maximum number of resources processed by the loading
# threads to 20 resources.
MaxPendingResources = 20
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// Sets the maximum number of resources processed by the loading
// threads to the number of loading threads + 1. This is the default value.
configuration.maxPendingResources = 0;
// Sets the maximum number of resources processed by the loading
// threads to 20 resources.
configuration.maxPendingResources = 20;
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Performance¶
ApplicationIdleState¶
Kanzi suspends the main loop when there is no input, tasks, timers, animations, or when there is nothing in the application that updates the rendering.
When using application idle state, consider that:
If your Kanzi application is showing an animation, Kanzi by default throttles the CPU to the maximum FPS. If there are no animations, Kanzi sets the application to idle state. For this reason to conserve the CPU and power, Kanzi by default limits the maximum frame rate to 60 frames per second. Use the application configuration to set the maximum frame rate for your application.
See MaximumFPS.
If your application relies on continuously executing some main loop tasks, such as functionality that you added to the main loop
User
stage, disable the idle state.When your application is in idle state and the application makes changes to the render pass tree, Kanzi does not trigger the rendering to render the changes. To render the changes in such case, you must manually trigger the rendering by calling on any node the
Node::invalidateDraw()
function.
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# Disables the application idle state.
ApplicationIdleState = 0
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// Disables the application idle state.
configuration.applicationIdleStateEnabled = 0;
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MaximumFPS¶
You can limit the number of frames rendered per second by setting the maximum frame rate.
If your Kanzi application is showing an animation, Kanzi by default throttles the CPU to the maximum FPS. If there are no animations, Kanzi sets the application to idle state. For this reason to conserve the CPU and power, Kanzi by default limits the maximum frame rate to 60 frames per second. Use the application configuration to set the maximum frame rate for your application.
See PerformanceInfoLevel.
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# Sets the maximum application frame rate to 32 frames per second.
MaximumFPS = 32
# Disables the limit.
MaximumFPS = 0
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// Sets the maximum application frame rate to 32 frames per second.
configuration.frameRateLimit = 32;
// Disables the limit.
configuration.frameRateLimit = 0;
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PerformanceInfoLevel¶
You can enable the display of Performance HUD that shows the performance information for your Kanzi application. Use the Performance HUD to see how your application performs on target devices and to find performance bottlenecks.
Performance HUD shows this performance information for your Kanzi application:
FPS shows the number of frames rendered every second.
Last Frame shows this information for the last frame:
Main Loop Counter shows the number of times that the Kanzi main loop has run.
Time shows the time in milliseconds it took to render the frame.
Batch Count shows how many individual draw calls were executed (
glDrawElements
andglDrawArrays
).You can access the batch count using the Kanzi Engine API by calling
getBatchCount()
.Triangle Count shows how many individual triangles were drawn in total during a frame.
You can access the triangle count in the Kanzi Engine API by calling
getTriangleCount()
.Texture Switches shows how many times a new texture was bound to GPU.
You can access the texture switch count in the Kanzi Engine API by calling
getTextureSwitchCount()
.FBO Switches shows how many framebuffer objects were bound to GPU. See Rendering best practices.
You can access the buffer switch count in the Kanzi Engine API by calling
getFramebufferSwitchCount()
.Timeline Clock shows the time in milliseconds it took to execute all animations in the application.
Shader shows how many times a new shader was bound for the newly applied batch and how many individual shader uniforms were sent for the last frame. See Reducing shader switches.
You can access the shader switch count in the Kanzi Engine API by calling
getShaderSwitchCount()
.You can access the uniforms sent in the Kanzi Engine API by calling
getUniformSendCount()
.Resource Memory Use shows an estimated amount of local GPU memory (VRAM) and non-local GPU memory (RAM) that your Kanzi application uses.
The values that the Performance HUD shows in the Kanzi Studio Preview and when you run the Kanzi application on a target device differ because Kanzi Studio loads and keeps in memory all resources in the application.
Timer subscriptions shows the number of registered timer handlers in the
MessageDispatcher
. Too many timer handlers can decrease the performance of your application.You can access the number of timer subscriptions in the Kanzi Engine API by calling
getSubscriptionCount()
.Animations shows the number of active and all animations in your Kanzi application.
You can access the number of animations in the Kanzi Engine API:
To get the number of active animations, use
getActiveTimelinePlaybackCount()
.To get the number of all animations, use
getTimelinePlaybackCount()
.
You can set the position of the Performance HUD inside the window of your Kanzi application. See PerformanceInfoPosition.
See Best practices.
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# Enables the full Performance HUD in a Kanzi application.
PerformanceInfoLevel = 2
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// Enables the full Performance HUD in a Kanzi application.
configuration.performanceInfoLevel = ApplicationProperties::PerformanceInfoLevelFull;
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PerformanceInfoPosition¶
You can set the position of the Performance HUD inside the window of your Kanzi application. To see the Performance HUD in the window of your Kanzi application, you must enable it. See PerformanceInfoLevel.
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# Position the Performance HUD 100 pixels from the left side and
# 20 pixels from the top of the Kanzi application window.
PerformanceInfoPositionX = 100
PerformanceInfoPositionY = 20
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// Position the Performance HUD 100 pixels from the left side and
// 20 pixels from the top of the Kanzi application window.
configuration.performanceInfoProperties.positionX = 100;
configuration.performanceInfoProperties.positionY = 20;
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PerformanceInfoGraphFilter¶
You can choose which main loop tasks you want to show as graphs in the Performance HUD. For the names of the default main loop tasks, in the application.hpp
see the implementation of Application::initializeMainLoopTasks()
. To see the Performance HUD in the window of your Kanzi application, you must enable it. See PerformanceInfoLevel.
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# Enables graphs for tasks Render and MyCustomTask.
PerformanceInfoGraphFilter="Render;MyCustomTask"
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// Enables graphs for tasks Render and MyCustomTask.
configuration.performanceInfoProperties.graphFilter="Render;MyCustomTask"
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ProfilingCategoryFilter¶
You can control the state of performance profiling categories that you use to group performance profilers. See Measuring application performance and Measuring the loading and deployment time of resources.
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Separate a list of category-state pairs with semicolons (;). |
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# Enables the MyProfiler category and disables the MainLoopRendering category.
ProfilingCategoryFilter="MyProfiler=on;MainLoopRendering=off"
# Enables all performance profiling categories.
ProfilingCategoryFilter="*=on"
# Enables categories Generic and MyProfilingCategory.
ProfilingCategoryFilter="Generic|MyProfilingCategory=on"
# Enables resource profiling.
ProfilingCategoryFilter="ResourceLoading=on"
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# Enables the MyProfiler category and disables the MainLoopRendering category.
configuration.profilingCategoryFilter="MyProfiler=on;MainLoopRendering=off"
// Enables all performance profiling categories.
configuration.profilingCategoryFilter = "*=on";
// Enables categories Generic and MyProfilingCategory.
configuration.profilingCategoryFilter = "Generic|MyProfilingCategory=on";
// Enables resource profiling.
configuration.profilingCategoryFilter = "ResourceLoading=on";
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This table lists the Kanzi startup performance profiling categories and profilers that are included in the Profiling build.
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Configuration name |
Profiler |
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Application initialization |
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Default resource registration |
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Graphics initialization |
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GL subsystem initialization |
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Startup kzb file opening |
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Loading threads initialization |
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Metadata registration |
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Plugins loading |
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Prefabs loading |
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Prefabs instantiation |
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Prefabs attachment |
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Renderer reset |
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Runtime assets registration |
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Domain creation |
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MainLoopProfilingSampleBufferCount¶
You can set the sample buffer size of the main loop performance profiler that is included in the Profiling build. See Measuring the performance of Kanzi Engine and ProfilingCategoryFilter.
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# Sets the maximum number of samples in main loop performance profilers
# to 3600.
MainLoopProfilingSampleBufferCount = 3600
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// Sets the maximum number of samples in main loop performance profilers
// to 3600.
configuration.mainLoopProfilingSampleBufferCount = 3600;
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Glyph cache texture size¶
When you use a Text Block Kanzi creates a glyph cache texture for every font and font size combination. You can set the height and width of glyph cache textures to adjust the size of the glyph cache texture either when it gets full, or to optimize the performance of your Kanzi application.
Because larger glyph cache textures use more VRAM, try different sizes before you set the final size. The upper limit of the glyph cache texture size depends on the GPU, but usually it is 2048 by 2048 pixels. The default size of the glyph cache texture is 512 by 512 pixels.
Kanzi applies the size of the glyph cache texture to all glyph cache textures.
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# Sets the glyph cache texture height to 768, and width to 1024 pixels.
GlyphCacheHeight = 768
GlyphCacheWidth = 1024
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// Sets the glyph cache texture height to 768, and width to 1024 pixels.
configuration.glyphCacheHeight = 768;
configuration.glyphCacheWidth = 1024;
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Optimization¶
Graphics initialization¶
On the integrity_rcar_rwm_aarch64 platform you can set whether you want to initialize the application graphics. Use this approach only as a late-stage optimization when you want to manually synchronize the starting of multiple applications that initialize at the same time.
This configuration controls the initialization of the graphics driver, device window manager, and whether the display is switched on. When you disable this configuration, to enable your Kanzi application to create a window, in the same process you must initialize:
PVRGrfxServerInit()
R_WM_DevInit()
(Optional)
R_WM_DevInfoGet()
(Optional)
R_WM_ScreenBgColorSet()
R_WM_ScreenEnable()
Explicitly set the application window width and height. See Application window position and size.
When you disable graphics initialization with this configuration, you must initialize graphics for each application separately where you disabled this setting.
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# Disables the graphics initialization.
InitializePlatform = 0
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// Disables the graphics initialization.
configuration.defaultWindowProperties.initializePlatform = 0;
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Graphics performance logging¶
GraphicsLoggingEnabled¶
You can enable Kanzi to print to the debug console the graphics API calls of your application in the Application::onConfigure()
function, in the application.cfg
, or using the command line argument, if your target supports command line arguments.
On the command line use:
-log-graphics
to log the graphics API calls
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# Enables the logging of the graphics API calls.
GraphicsLoggingEnabled = 1
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// Enables the logging of the graphics API calls.
configuration.graphicsLoggingEnabled = 1;
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LogOpenGLExtensions¶
You can enable Kanzi to print to the debug console a list of the graphics-related extensions on application startup.
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# Enables the logging of the graphics-related extensions.
LogOpenGLExtensions = 1
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// Enables the logging of the graphics-related extensions.
configuration.extensionOutputEnabled = 1;
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LogOpenGLInformation¶
You can enable Kanzi to print to the debug console this graphics-related information on application startup:
GL vendor
GL renderer
GL version
Shading language version
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# Enables the logging of the graphics-related information.
LogOpenGLInformation = 1
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// Enables the logging of the graphics-related information.
configuration.informationOutputEnabled= 1;
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LogSurfaceInformation¶
You can enable Kanzi to print to the debug console these graphics-related properties on application startup:
Requested and acquired surface properties. See Surface properties.
Size of the entire desktop and each display.
Size of the application window. See Application window position and size.
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# Enables the logging of the graphics-related properties.
LogSurfaceInformation = 1
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// Enables the logging of the graphics-related properties.
configuration.propertyOutputEnabled= 1;
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Graphics library¶
On the Windows operating system you can select whether you want to use OpenGL ES or OpenGL in the Application::onConfigure()
function, in the application.cfg
, or using the command line arguments, if your target supports command line arguments.
On the command line use:
-gles
to use OpenGL ES-gl
to use OpenGL-egl
to use EGL-wgl
to use WGL-glx
to use GLX
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# Sets the surface target for OpenGL rendering and WGL graphics context.
SurfaceClientAPI = gl
GraphicsContextAPI = wgl
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// Sets the surface target for OpenGL rendering and WGL graphics context.
configuration.defaultSurfaceProperties.clientAPI = SurfaceClientAPI::OpenGL;
configuration.defaultSurfaceProperties.contextAPI = GraphicsContextAPI::WGL;
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Surface properties¶
Surface properties control the properties of the hardware accelerated graphics surface on which Kanzi renders. They control the relation between image quality and rendering speed. The surface properties you set are considered requests to be matched by the graphics system of the target hardware. Whether a given request is considered an upper bound, a lower bound, or an exact value is platform dependent.
The default values of surface properties are platform dependent. You can get them by calling kzsSurfaceGetDefaultProperties()
.
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# An example configuration for a typical high-speed rendering application
SurfaceBitsStencil = 1
SurfaceBitsDepthBuffer = 16
SurfaceBitsRed = 5
SurfaceBitsGreen = 6
SurfaceBitsBlue = 5
SurfaceBitsAlpha = 0
SurfaceSamplesAntialiasing = 0
# An example configuration for a high image quality application
SurfaceBitsStencil = 8
SurfaceBitsDepthBuffer = 24
SurfaceBitsRed = 8
SurfaceBitsGreen = 8
SurfaceBitsBlue = 8
SurfaceBitsAlpha = 8
SurfaceSamplesAntialiasing = 4
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// An example configuration for a typical high-speed rendering application
configuration.defaultSurfaceProperties.bitsStencil = 1;
configuration.defaultSurfaceProperties.bitsDepthBuffer = 16;
configuration.defaultSurfaceProperties.bitsColorR = 5;
configuration.defaultSurfaceProperties.bitsColorG = 6;
configuration.defaultSurfaceProperties.bitsColorB = 5;
configuration.defaultSurfaceProperties.bitsAlpha = 0;
configuration.defaultSurfaceProperties.antiAliasing = 0;
// An example configuration for a high image quality application
configuration.defaultSurfaceProperties.bitsStencil = 8;
configuration.defaultSurfaceProperties.bitsDepthBuffer = 24;
configuration.defaultSurfaceProperties.bitsColorR = 8;
configuration.defaultSurfaceProperties.bitsColorG = 8;
configuration.defaultSurfaceProperties.bitsColorB = 8;
configuration.defaultSurfaceProperties.bitsAlpha = 8;
configuration.defaultSurfaceProperties.antiAliasing = 4;
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Application window position and size¶
You can set the position of your Kanzi application on the screen relative to the upper-left corner of the screen and the size of the application window in pixels. The default size of the window is 640x480 pixels and center of the device screen.
To make the application window fixed size, resizable, fullscreen, or without borders, see WindowStyle.
To set the default display where the application window appears, see DefaultDisplayIndex.
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# Set the width to 1280 and height to 720 pixels and place it 100 pixels
# from the top and 1 pixel from the left side of the device screen.
WindowWidth = 1280
WindowHeight = 720
WindowX = 100
WindowY = 1
# Place the application window in the top-left corner of the device screen.
WindowX = 0
WindowY = 0
# On Windows, places the application window on top of other windows.
WindowOrder = 0
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// Set the width to 1280 and height to 720 pixels and place it 100 pixels
// from the top and 1 pixel from the left side of the device screen.
configuration.defaultWindowProperties.width = 1280;
configuration.defaultWindowProperties.height = 720;
configuration.defaultWindowProperties.x = 100;
configuration.defaultWindowProperties.y = 1;
// Place the application window in the top-left corner of the device screen.
configuration.defaultWindowProperties.x = 0;
configuration.defaultWindowProperties.y = 0;
// On Windows, places the application window on top of other windows.
configuration.defaultWindowProperties.order = 0;
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Application window configuration¶
WindowStyle¶
You can set the style of your Kanzi application window. Besides the default window with a border that users can resize, you can set your Kanzi application to launch in a window without a border, in a window of fixed size, and in a window that occupies the entire device screen.
To set the position and size of the application window, see Application window position and size.
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# Launch the application in a window that occupies the whole screen of the device.
WindowStyle = "fullscreen"
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// Launch the application in a window that occupies the whole screen of the device.
configuration.defaultWindowProperties.style = KZS_WINDOW_STYLE_FULL_SCREEN;
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DefaultDisplayIndex¶
When you run your Kanzi application in full-screen mode on a system with more than one display, you can set the default display where your Kanzi application window appears.
To make the application window fullscreen, see WindowStyle.
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# Sets the second display as the default display for the full-screen application window.
DefaultDisplayIndex = 1
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// Sets the second display as the default display for the full-screen application window.
configuration.defaultWindowProperties.defaultDisplayIndex = 1;
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WindowBufferCount¶
If the windowing system of your target device supports setting the number of window buffers, you can set the number of native window buffers that your Kanzi application window uses. For example, Renesas window manager and QNX Screen support the setting of the number of window buffers.
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# Set the number of native window buffers used by the Kanzi application window to 3.
WindowBufferCount = 3
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// Set the number of native window buffers used by the Kanzi application window to 3.
configuration.defaultWindowProperties.bufferCount = 3;
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Input handling¶
You can define how your application handles touch and pointer input. When you run your application on a device, you can set whether the application reacts to the pointer of the device, uses a touch screen, or both. You can also set the transformation matrix of the input event coordinates.
InputTransform¶
You can set the transformation matrix of the input event coordinates. This transformation only affects input event coordinates, not the orientation of the Kanzi application screen. For example, use this to rotate the touch screen in relation to your application screen.
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# Rotate a touch screen sized 1280x720 pixels by 180 degrees.
InputTransform = -1, 0, 0, 0, -1, 0, 1280, 720, 1
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// Rotate a touch screen sized 1280x720 pixels by 180 degrees.
configuration.defaultEventSourceProperties.transformation = Matrix3x3::createTranslation(1280.0f, 720.0f) * Matrix3x3::createRotationInDegrees(180.0f);
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The examples use this equation to calculate the transformation matrix:
InputTranslation¶
You can set how Kanzi translates pointer and touch events.
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# Translate pointer events to touch events.
InputTranslation = pointertotouch
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// Translate pointer events to touch events.
configuration.defaultEventSourceProperties.translation = TranslatePointerToTouch;
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InputDiscardPointer¶
You can set whether the application reacts to the pointer of the device.
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# Ignore pointer input.
InputDiscardPointer = 1
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// Ignore pointer input.
configuration.defaultEventSourceProperties.discardPointerEvents = 1;
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InputDiscardTouch¶
You can set whether the application reacts to touch input.
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# Ignore touch input.
InputDiscardTouch = 1
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// Ignore touch input.
configuration.defaultEventSourceProperties.discardTouchEvents = 1;
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Input event devices on Linux¶
You can configure the input event devices that Kanzi listens to on Linux ports where the native windowing system does not provide input device handling.
This way Kanzi can listen to events directly from the input event devices provided by the operating system.
For example, in Vivante fbdev and WSEGL ports you can configure the input event devices that Kanzi listens to. In X11 and Wayland ports the native windowing system handles input devices.
Kanzi by default listens to all input event devices named eventN, where N is an integer, in the /dev/input
directory.
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# Listens to events from one input event device.
InputEventDevice = "/dev/input/event1"
# Listens to events from two input event devices.
InputEventDevice = "/dev/input/event0;/dev/input/event1"
# Disables listening to events from input event devices.
InputEventDevice = "none"
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// Listens to events from one input event device.
configuration.defaultEventSourceProperties.inputEventDevice = "/dev/input/event1";
// Listens to events from two input event devices.
configuration.defaultEventSourceProperties.inputEventDevice = "/dev/input/event0;/dev/input/event1";
// Disables listening to events from input event devices.
configuration.defaultEventSourceProperties.inputEventDevice = "none";
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