28fa5324b8
- put off some log related features until later - advanced log options and debug log are done, so I removed them from the list - added some wxWindows coding hints I found on usenet
354 lines
14 KiB
Plaintext
354 lines
14 KiB
Plaintext
Readme for wxWindows Interface
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updated Thu Aug 29 10:43:37 EDT 2002
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Contributors to wxWindows port:
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Don Becker (Psyon)
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Bryce Denney
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Dave Poirier
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Volker Ruppert
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wxWindows Configuration Interface
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The wxWindows port began in June 2001 around the time of Bochs 1.2.1. Dave
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Poirier and Bryce Denney started adding a wxWindows configuration interface.
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We made some progress, but stopped after a while. Then in March/April 2002
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Bryce and Psyon revived the wxWindows branch and turned it into a (mostly)
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usable interface. Psyon did most of the work to get text and graphics
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working, and Bryce worked on event passing between threads, and keyboard
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mapping.
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The wxWindows window appears first. This WILL BE where you can choose a preset
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configuration or create one from scratch, then edit the bochsrc options using
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the GUI. Then, by clicking on Simulate:Start, you can start up the Bochs
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simulation. The VGA display is implemented in wxWindows.
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WARNING: Don't expect perfect code yet!
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Regarding wxWindows versions, we started out with 2.2.9 but then found
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a reason or two to switch to 2.3.2. (I have forgotten exactly what
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they were.) In addition, I made a keyboard patch to wxWindows itself,
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which they accepted for the next version, that allows us to get raw
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keycodes out of the library in addition to wxwindows translated keys.
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Bochs will work with or without it, but you'll find that the keyboard
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mapping is much better with the patch, which is called
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patches/patch.wx-raw-keycodes.
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So the ideal wxWindows version is 2.3.2+patch.wx-raw-keycodes.
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To apply the patch, go to the main wx____-2.3.2 directory and
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type "patch -p1 < THIS_PATCH_FILE".
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Bryce has been developing in linux, where a "configure --with-wx;make"
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should work fine.
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To build in MS VC++:
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- edit .conf.win32-vcpp and add "--with-wx" to the configure line.
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If you want different configure options from what you see, change them
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too.
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- in cygwin, do "sh .conf.win32-vcpp" to run configure
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- unzip build/win32/wxworkspace.zip into the main directory.
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For cygwin: unzip build/win32/wxworkspace.zip
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or use winzip or whatever else.
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- open up bochs.dsw, the workspace file
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- edit project settings so that VC++ can find the wxWindows include
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files and libraries on your system. I installed them in
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d:/wx/wx232/include and d:/wx/wx232/lib. Specifically, edit
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- Project>Settings>C/C++>Category=Preprocessor: include directories.
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- Project>Settings>Link>Category=Input: additional library path.
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- build
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Note that the project is set up for wxWindows 2.3.2, and the only
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configuration that I've used is called Win32 Debug. To use on
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other wxwindows versions, you will have to change some of the names
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of the libraries to include. Use the samples that came with that
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version of wxwindows for reference.
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What works right now (September 2002):
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- cd to a directory with a bochsrc and disk images in it
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- start up bochs. You get a small window with a File, Edit, Simulate,
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Debug, Log, Help menus. The empty black rectangle is where the
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simulation will be displayed.
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- choose File:Read Configuration and select the bochsrc file you want
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to read.
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- use the choices on the Edit menu to adjust settings.
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- choose "Start" on the Simulate menu. Bochs starts running in the
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You can pause it, resume it, or kill it on the Simulate menu.
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Most toolbar buttons work.
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- You can pause, resume, and stop the simulation too. If you start
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a new simulation, it's possible that things may not work quite right.
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The initialization and re-initialization process needs work.
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- Debug:Show CPU displays all the CPU registers. When Bochs is compiled
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with debugging support, this screen has Continue, Stop, and Step
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buttons to let you control the simulation. Debug:Show Keyboard shows
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some of the internal state of the Bochs keyboard in a dialog box.
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Both dialog boxes are updated periodically during simulation.
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To do:
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- the power button has always "turned off" the power. Make it also
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turn ON the power. I think a few little green LEDs are in order.
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- floppy config screen: on win32, both not present and ejected are selected
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at first.
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- log events
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- Later: allow viewing of current log messages. Maybe this is a dialog that
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we append to, or maybe it should periodically display the last 1K of the
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log file (might be faster in high volume situations).
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- Later: should we allow multiple log files with different settings? for
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example dump cpu events to cpulog.txt and keyboard events to
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keyboardlog.txt?
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- debugger
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- bug: it's possible to make the GUI stop responding to mouse and keyboard
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input if you click the continue button in the debugger twice in very
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close succession. I don't know why yet.
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- probably the layout will be similar to BFE at first
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- need to show disassembly of the next instruction to be executed
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- clean up the biggest memory leaks and init/cleanup code. The gui allows you
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to kill the simulator and restart, but it doesn't do well after the first
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time. Valgrind should help with memory leak debugging, though until
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recently it couldn't run multithreaded programes.
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- disk change dialogs for floppy and cdrom need work.
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http://sourceforge.net/tracker/index.php?func=detail&aid=545414&group_id=12580&atid=112580
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-------------
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------------------------------------------------------
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Random notes follow
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Added some sketches. I'm thinking that the control
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panel will be able to basically show one of these screens at a time. When
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you first start you would see ChooseConfigScreen which chooses between the
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configurations that you have loaded recently (which it would remember
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by the pathname of their bochsrc). Whether you choose an existing
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configuration to be loaded or a new one, when you click Ok you go to
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the first configuration screen, ConfigDiskScreen.
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Each of the configuration screens takes up the whole control panel window.
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We could use tabs on the top and/or "<-Prev" and "Next->" buttons to make
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it quick to navigate the configuration screens. Each screen should
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probably have a Prev, Next, Revert to Saved, and Accept button.
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The menu choices like Disk..., VGA..., etc. just switch directly to
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that tab.
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------------------------------------------------------
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Notes:
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events from gui to sim:
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- [async] key pressed or released
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- [async] mouse motion with button state
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- [sync] query parameter
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- [sync] change parameter
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- [async] start, pause, stop, reset simulation. Can be implemented
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as changing a parameter.
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- [async] request notification when some param changes
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events from sim to gui:
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- [async] log message to be displayed (or not)
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- [async] ask user how to proceed (like panic: action=ask)
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- [async] param value changed
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- make my thread sleep for X microseconds (call wxThread::sleep then return)
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In a synchronous event, the event object will contain space for the entire
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response. The sender allocates memory for the event and builds it. The
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receiver fills in blanks in the event structure (or could overwrite parts)
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and returns the same event pointer as a response. For async events, probably
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the sender will allocate and the receiver will have to delete it.
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implement the floppyA and floppyB change buttons using new event
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structure. How should it work?
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vga gui detects a click on floppyA bitmap
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construct a BxEvent type BX_EVT_ASK_PARAM
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post the event to the wxwindows gui thread (somehow) and block for response
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when it arrives in the gui thread, show a modal dialog box
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get the answer back to the simulator thread
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right now, this is working ok within the simulator thread using
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wxMutexGuiEnter/Leave. Still I'm going to change it so that the
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siminterface.cc code builds an event structure and the gui code
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fills in the blank in the structure, instead of the stupid
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notify_get_int_arg stuff.
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Starting and Killing Threads
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When a detachable (default) thread finishes (returns from its Entry()
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function), wxwindows frees the memory associated with that thread.
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Unless the thread is never going to end, it is potentially dangerous to have a
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pointer to it at all. Even if you try to "check if it's alive" first, you may
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be dereferencing the pointer after it has already been deleted, leading to it
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claiming to be alive when it's not, or a segfault. To solve this, the approach
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used in the wxwindows threads example is to have code in the thread's OnExit()
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method remove the thread's pointer from the list of usable threads. In
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addition, any references or changes to the list of threads is controlled by a
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critical section to ensure that it stays correct. This post finally
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explained what I was seeing.
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+-----------------------
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| From: Pieter van der Meulen (pgmvdm@yahoo.com)
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| Subject: Re: Thread Sample program - bug
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| Newsgroups: comp.soft-sys.wxwindows
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| Date: 2001-06-28 17:51:35 PST
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| At 06:24 PM 6/28/2001, you wrote:
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| >Hi,
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| >I have wxWindows 2.2.7 (wxMSW) installed.
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| >
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| >I just found in the thread.cpp sample code this section:
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| >
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| ><code>
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| >void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event) )
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| >{
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| > size_t count = wxGetApp().m_threads.Count();
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| > for ( size_t i = 0; i < count; i++ )
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| > {
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| >===> wxGetApp().m_threads[0]->Delete(); <=====
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| > }
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| >
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| > Close(TRUE);
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| >}
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| ></code>
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| >The indecated line should probably rather have a
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| >m_threads[i] rather than m_threads[0] .
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| No, it should not, although it is not immediately obvious. When Delete() is
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| called, the thread will eventually delete itself, but not before it calls
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| MyThread::Exit(), which will remove itself from m_threads[] using
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| wxArray::Remove(this). wxArray::Remove (RemoveAt) will compact the array to
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| remove the element, it is now size-1. After this wxThread::Delete() returns.
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| >I have have a further question to this:
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| >Does this mean that a detached thread created with new
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| >HAS to be deleted manually ? Or is this only in case it might still
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| >be running?
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| Firstly, you must create every detached thread using new since it will
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| delete itself, literally calling delete this.
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| Calling wxThread::Delete() is a correct way to terminate a thread, but
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| manually deleting (using delete) a detached wxThread object is not.
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| wxThread::Delete() will ask the thread to exit, the thread should check for
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| this in wxThread::Entry() regularly using wxThread::TestDestroy() and exit
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| when asked to do so.
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| >(In general I have a unsatisfied felling about when delete is
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| >neccessary and when not -- "I only know, it's not , if the class is
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| >derived from wxWindows")
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| For wxThreads: joinable threads must be deleted (when allocated on the
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| heap), detached threads may never be deleted. For other classes, consult
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| the documentation ;)
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| >Thanks for some feedback,
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| >Sebastian
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| Regards,
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| Pieter.
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+-----------------------
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tracking some kind of deadlock bug in Linux.
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seems to be in ReadMailcap, src/unix/mimetypes.cpp in wxwindows sources
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src/unix/mimetype.cpp:2312
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SOLUTION: compile with -pthread on every compile and link line.
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----------------------------------------------
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Suggested solution for putting sizers inside a scrolled window
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From: Thaddaeus Frogley (codemonkey_uk@users.sourceforge.net)
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Subject: RE: Using sizers inside of a scrolled window
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Newsgroups: comp.soft-sys.wxwindows
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Date: 2001-10-02 02:41:04 PST
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I have solved that same problem (scrolled windows / sizers) like so:
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In the constructor for your wxFrame derived class,
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//create a scrolling window
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myScrolledWindow = new wxScrolledWindow(this, -1);
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//in the scolling window, create a panel
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myMainPanel = new wxPanel(myScrolledWindow, -1);
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//place controls in the panel, laying them out with sizers
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//...
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myMainPanel->SetAutoLayout( TRUE );
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myMainPanel->SetSizer( sizer );
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sizer->Fit( myMainPanel );
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sizer->SetSizeHints( myMainPanel );
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//set the scroll bars lengths based on the size of the inner panel
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wxSize size = myMainPanel->GetBestSize();
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myScrolledWindow->SetScrollbars( 1, 1, size.GetWidth(), size.GetHeight() );
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//calculate the size of the window, and set it appropriately
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size.Set(size.GetWidth()+16,size.GetHeight()+16);
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//Get the physical size of the display in pixels.
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int displaySizeX,displaySizeY;
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wxDisplaySize(&displaySizeX,&displaySizeY);
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//clamp window size to % of screen
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if (size.GetWidth()>displaySizeX*0.75){
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size.SetWidth(displaySizeX*0.75);
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}
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if (size.GetHeight()>displaySizeY*0.75){
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size.SetHeight(displaySizeY*0.75);
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}
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SetClientSize(size);
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-----------------
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How to make wxChoice as wide as the longest string in the choice box?
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From: Vadim Zeitlin (Vadim.zeitlin@dptmaths.ens-cachan.fr)
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Subject: Re: wxChoice
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Newsgroups: comp.soft-sys.wxwindows
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Date: 2001-09-18 04:41:07 PST
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On Sat, 15 Sep 2001 15:39:45 +0200 Merlijn Blaauw <merlijn@student-kmt.hku.nl> wrote:
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MB> Also, I
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MB> would like the widget's parent window to change size (width) to fit the
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MB> widget's new content aswell.
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You'll have to do it manually by calculating the length of the string you
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add to the control (use wxClientDC(combobox) and set correct font before
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calling GetTextExtent()!) and resizing the control to be slightly larger
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(yes, I know it's not nice at all but I don't see any other way to do it).
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Regards,
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VZ
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---------
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Hold on, this is even better!
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From: Yann Rouillard (Y.Rouillard@exeter.ac.uk)
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Subject: wxChoice and wxADJUST_MINSIZE
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Newsgroups: comp.soft-sys.wxwindows
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Date: 2002-07-18 08:28:31 PST
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I am trying to use a wxChoice widget in a little panel. The text length of
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the choices in the wxChoice can change so I used the wxADJUST_MINSIZE to
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have its width correctly set.
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> the manual for wxSizer::Add() says:
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Finally, you can also specify wxADJUST_MINSIZE flag to make the minimal size of
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the control dynamically adjust to the value returned by its GetBestSize()
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method - this allows, for example, for correct relayouting of a static text
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control even if its text is changed during run-time.
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relayouting? sounds like s/size/layout/g gone wrong.
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Call Add() with wxADJUST_MINSIZE flag!
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