This will export the application as a GAPP file. The application resources will be transferred along with the GAPP file. This is the default package when exporting a new application.
Export the application as a compressed package. The exported .sbp file will contain the application resources that were selected.
The following are parameters available for the Storyboard Compressed Packaged export
The user can choose to encrypt the exported SBP package.
Export the application as a Android Native Application. The exported .apk file will contain the application resources that were selected.
The following are parameters available for the Native Android Application export
These parameters allow the user to change the application name, the APK file name, the application UID, and the application version information. Other parameters allow the user to change the application orientation, scaling, and whether the status bar is shown.
The name that will appear on your device's UI for the app. This name doesn't have to be unique
This is the name of the apk file that is exported. This name has no effect once your application is installed.
This ID uniquely identifies your app on the device and in Google Play Store. It looks like a Java package name (ie. com.example.myapp).
This is where the user specifies the Storyboard Runtime to export in the APK. The user can also specify runtime options here.
Here the user can set their shared object list and add additional permissions to the Android manifest file.
Here the user can set the icons for the application.
Export the application as a iOS Application. The exported .app file will contain the application resources that were selected. This option is only available on MacOS development platforms and requires that the iOS mobile development environment be configured prior to export. This configuration is discussed in the chapter the section called “Exporting to iOS Devices”.
The following are parameters available for the Native iOS Application export
These parameters allow the user to change the application name, the company identifier, the signing identity and provisioning profile. Other parameters allow the user to change the application orientation, scaling, whether the status bar is shown.
This is where the user specifies the Storyboard Runtime to export in the app. The user can also specify runtime options here.
Here the user can set the icons and launch screens for the application. There are different images for different types of iOS devices, i.e. iPhone, iPhone retina, iPad, iPad retina.
Export the application as a standalone Windows application. The exported .exe file will contain the application resources that were selected.
The following are parameters available for the Windows Standalone Launcher export
The user specifies the Storyboard Runtime to export in the exe. The user can also specify runtime options here.
Export the application as a set of C/C++ header files. This will export one or more header files that can be used in conjunction with the Storyboard RTOS SDK product which generally requires a direct compilation of the Storyboard application into the system image. There are a number of parameters available for this export, the full context of use for these options are described in the Storyboard RTOS SDK users guide.
The following are parameters available for the C/C++ Resource Header export
This option relates to how the images used in the Storyboard application are going to be treated by the engine on the embedded system. Standard compressed image formats such as PNG or JPEG require decoding to a temporary buffer prior to display. This requires additional dynamic memory that may be beyond what the hardware platform has available. In order to support these smaller memory configuration systems with a graphically rich user interface, Storyboard Designer can pre-decode the images to a format that is directly compatible with the system's display output. When this occurs, the image data can stay resident in read-only memory and the Storyboard Engine can render it without incurring any additional dynamic memory overhead.
The C/C++ header export is split into three separate header file choices one for model, one for the image and file resources and one for the bitmap fonts (if they are being used). By default these files will all point to the same header file location, but they can be separated if that is more suitable for your development purposes. The paths specified are paths that are relative to the output location set in the Transfer section.
The bitmap font header selection is only required if the platform configuration does not include a dynamic font rendering engine, such as FreeType. In the absence of a font engine, which would use the TrueType font files directly, the fonts and glyphs must be pre-rendered for use by Storyboard's bitmap font engine. The number of glyphs generated is dependent on the content of the font files and the quality of the font rendering is controlled by the Alphamap Font selection. The more bits that are used, the smoother the font will render but the larger the resulting data will be