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Getting Started with Crank Storyboard on the BeagleBoard

 

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Storyboard Suite provides support of BeagleBoard on multiple platforms. Let's go through how to get started with Storyboard on BeagleBoard.

What you need

The first thing you need is Storyboard. Download the free evaluation version to get started. Supported development platforms for Storyboard Designer are Windows, Linux, and Mac OS.

Platforms we support

Linux
  • Frame Buffer (fbdev)
  • DirectFB
  • OpenVG
  • SDL
  • OpenGL ES
  • Fujitsu Jade
WinCE
  • OpenGL ES
  • Win32

Linux and Storyboard on the BeagleBoard

Prepare Beagleboard

You will need to have Linux running on BeagleBoard. For instructions on how to set up your board, check out BeagleBoardBeginners.

Deploy Storyboard Engine

Note: If using directfb, it is not installed by default.

To install directfb on the Beagleboard use the following command:

     opkg install directfb

To slay X on the Beagleboard:

     pkill gpe-dm

You'll need to deploy the plugins and engine to the target. The files can be copied to the target or remotely mounted. Create a directory on the target for the Engine such as "Storyboard". You would usually put only the plugins your application requires on the target, but for this example we will put all plugins on the target.

Create two new directories and copy the following files from host to target:

     [install root]/Storyboard Engine/linux_armle-armle-fbdev-obj/plugins/* ->            [target]/Storyboard/plugins
     [install root]/Storyboard Engine/linux_armle-armle-fbdev-obj/bin/sbengine ->          [target]/Storyboard/bin
     [install root]/Storyboard Engine/linux_armle-armle-fbdev-obj/lib/* ->                [target]/Storyboard/lib

Let's run an application. Samples are in the "[install root]/Samples" directory. Copy one of the samples to the target system, ensuring to include all of the images, fonts, scripts and deployment files as those are required by the sample.

For example copy "button-example" to the target system's "/tmp" directory.

Storyboard loads plugins for added functionality. It loads plugins based on the environment variable "GRE_PLUGINS". The environment variable can be set to a list of plugins or to a directory. In this example, set it to the plugin directory:

     export GRE_PLUGINS=[target]/Storyboard/plugins
     export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:[target]/Storyboard/lib

Storyboard for Linux uses Freetype for font loading and rendering so make sure that libfreetype.so is on the target.

Let's run the application.

     [target]/bin/sbengine /tmp/button-example/button-example.gapp 

Note: If your application uses the Storyboard IO API ensure you have configured the Linux kernel for mqueue.
If using fbdev or OpenVG, use the following command to enable mouse input:

     [target]/bin/sbengine -oscreen_mgr,swcursor=1 -odev-input,mouse=/dev/input/event2 /tmp/button-example/button-example.gapp

 

WinCE and Storyboard on the BeagleBoard

After you have WinCE running on your BeagleBoard, you'll need to deploy Storyboard.

When you installed Storyboard all of the supported target configurations were installed to:

     [install root]/Storyboard Engine

Each directory contains the plugins and binaries required to run Storyboard on an embedded target. For this example we will assume a Windows CE system based on Windows CE 5.2 or higher.

Note: Windows CE 6.0 (and to a lesser degree 5) is very customizable. Your target Windows CE image needs to have Alphablending enabled in libGWES.dll in order to be compatible with Storyboard 1.1. To receive verbose output using the -v option, you must ensure a console is build into your target Windows CE image.

You'll need to deploy the plugins and engine to the target. The files can be copied to the target or remotely mounted. Create a directory on the target for the Engine such as "Storyboard". You would usually put only the plugins your application requires on the target, but for this example we will put all plugins on the target. 

Create two new directories and copy the following files from host to target:

     [install root]/Storyboard Engine/wince-armle-win32-obj/plugins/* -> [target]/Storyboard/plugins
     [install root]/Storyboard Engine/wince-armle-win32-obj/bin/sbengine -> [target]/Storyboard/bin 

Let's run an application. Samples are in the "[install root]/Samples" directory. Copy one of the samples to the target system, ensuring to include all of the images, fonts, scripts and deployment files as those are required by the sample. 

For example copy "button-example" to the target system's "/tmp" directory.

Storyboard loads plugins for added functionality. Because Windows CE does not support environment variables, the plugin must be specified as a command line option: 

     -omodel_mgr,plugin_path="[target]/Storyboard/plugins"

Should you not specify the plugin directory via the command line, the Storyboard engine will load plugins form the directory where the executed gapp file resides.

Let's run the application:

     [target]/bin/sbengine -omodel_mgr,plugin_path="[target]/Storyboard/plugins" /tmp/button-example/button-example.gapp

To get support or to discuss features and requirements, check out the Crank Software forums.