Big Mode on ARMBook (aka ARMBok) - developers please check your software
Andrew Rawnsley (492) 1443 posts |
That sounds super, Chris. As for 8 bit masks, well, PNG images seem to becoming extremely common/standard in terms of high quality bitmap files, and any PNG mask is 8bit. As such, it is very common to come across images with shadows and the like implemented with 8bit masks that just look horrendous without. But as you say, it’s not a simple job. |
Chris Johnson (125) 825 posts |
I was in the process of putting out updated versions of several of my apps. However, I have now put that on hold to check that all is aok for 180dpi display modes, and to produce reworked 180 dpi sprites as needed. Some questions come to mind. When an app launches, the appropriate sprite files are loaded (sprites, sprites22, spritesXY). What happens if you now switch from say a 90dpi mode to a 180dpi mode? Presumably the wimp continues to use the 90 dpi sprites, and do scaling as necessary. I can see how it would be possible for the correct version of system ROM sprites to be used, but not for sprites in files spread out over all the apps. |
Chris Johnson (125) 825 posts |
I have tried a few simple things. Changing the colour depth, for example, from 4bpp to 8bpp is fine – the mask is preserved. |
Andrew Rawnsley (492) 1443 posts |
In most cases, the OS automatically pixel-doubles so that 90dpi sprites work without issue. The high dpi sprites should be called (!)Sprites11 by the way (as opposed to (!)Sprites and (!)Sprites22 that are commonly included) – I’m sure you know, but I’m including that info for other readers of this thread. Occasionally you find apps plotting their own images without scaling, but that tends to be very specific, manual plotting. The only thing that I noticed might be affected during a quick test of the disk image today was !PrivatEye which has an orientation icon in its “rotation” window that looked a wee bit undersized. Didn’t affect the functionality. |
Chris Hall (132) 3554 posts |
I have noticed that !BubbleHlp fails miserably on EX0 EY0 modes unless you start it before selecting EX0 EY0. |
Chris Mahoney (1684) 2165 posts |
I can now confirm that all 1 of my released GUI apps are happy with EX0/EY0 modes, including the icons (I must’ve been thinking ahead at the time!). NetSurf is a bit unhappy (weird rendering glitches) and I also noticed an oddity in the OS itself with the mouse cursor; if I boot up in 0 then change to 1, I end up with a quarter-sized cursor. |
Steve Fryatt (216) 2103 posts |
To be honest, I’m surprised that it works at all. When I last looked at the RISC OS source, it was very hard-coded to the idea that 1 pixel = 2 OS Units. ISTR giving some thought to fixing this, and concluding that it was going to be a lot of work to sort out. |
Chris Mahoney (1684) 2165 posts |
The only page I tried was the help file that comes with Seasonal, which is more-or-less just plain text. I dare not try something more complicated after reading your post :) |
Fred Graute (114) 645 posts |
After Andrew mentioned to me at the RISC OS Experience that StrongED had issues with ex0/ey0 modes I’ve looking into this. StrongED The latest alpha release seems to be okay when using bitmap or outline fonts. There are issues when using the system font, in part because of assumptions that don’t hold in ex0/ey0. Right now I’m finalising changes to the VDU redraw code that fix these issues. The only remaining ‘issue’ is that bitmap fonts don’t look bigger in ex0/ey0. This is because the pixels are written directly to the screen and so are unaffected by changes in the eigen-values. The same is true for ZapRedraw. A simple, but manual, solution is to create a bigger bitmap font. I did a quick conversion of a 8×16 bitmap to a 16×32 one and that worked fine. Zap Bitmap fonts seem to be fine with Rick-05 but system font is problematic. The OS uses 16×32 characters but ZapRedraw seems to treat them like 8×16. Perhaps the fixes made to bitmap fonts need to be applied to system font too. Another issue I found is that Zap seems to be more susceptible to redraw glitches with the iMX6 hardware acceleration than other applications. It shows up particularly when dragging windows diagonally downwards across a Zap window. This not limited to ex0/ey0 modes BTW. Observations Whilst investigating StrongED’s redraw issues I found an number of other oddities in ex0/ey0. Pressing F12 does not scroll up the screen to make room for the command line at the bottom. Instead the prompt appears several lines down from top of screen and printed over the backdrop. Running a simple BASIC program that outputs some text doesn’t cause a command window to appear but the whole screen is cleared and the printed text is displayed in the top left corner. Certain toolbox gadgets (textarea, scrolllist) don’t update correctly when changing to/from ex0/ey0. The font used isn’t adjusted so text is either too big or too small. So it looks like the OS needs some updating for ex0/ey0 too. |
Stuart Painting (5389) 712 posts |
If we’re doing OS oddities as well: On the Raspberry Pi, the bottom edge of the pointer is missing in EX0 EY0 modes. This isn’t too bad when it’s the usual (arrow) shape, but when it changes to a caret shape (e.g. over an input field) the lack of a bottom edge is more noticeable. Incidentally, I think Fred’s F12 issue may be hardware-specific. F12 behaves itself on both the Raspberry Pi and RPCEmu in EX0 EY0 modes. |
Chris Mahoney (1684) 2165 posts |
I can’t replicate the F12 or BASIC issues on my Pi 3. The pointer issue doesn’t happen if I boot up in EX0/EY0 mode, but it does if I boot in 1/1 and then switch to 0/0. I suspect it’s the same root issue that I reported above where I end up with a tiny pointer if I boot in 0/0 and switch to 1/1. |
David Pitt (3386) 1248 posts |
Or |
Steffen Huber (91) 1949 posts |
ISTR having this issue also on ARMX6 in non-ex0/ey0 modes like plain 4K. I don’t remember if it also happened on the RPi. However, my ARMX6 runs on an oldish version of RISC OS, which I always wanted to upgrade to the latest version before reporting the problem to Andrew, and I don’t use plain F12 much so I am not reminded often enough about this problem. |
Fred Graute (114) 645 posts |
Yes, after Stuart and Chris reported not having the issue I did some more testing. In 4k mode the issue occurs with both ex0/ey0 and ex1/ey1, 2560×1440 is okay. This is on a newly acquired Mini.m with RO 5.27 (1 Feb 2019). So the issue is linked to resolution and not eigen-value, apologies for any confusion caused.
Normally I don’t either but when testing if StrongED’s vdu redraw was fixed I needed to do screen refreshes regularly so F12,Return was used quite often. |
Steve Pampling (1551) 8155 posts |
I’ve never looked in the Wimp code for the redraw, but the redraw in the Filer was easy enough to find and use for an F5 refresh key shortcut. Might be a quick feature “win”. |
David Pitt (3386) 1248 posts |
F12 appearing at the top of the display embedded in the desktop.
This occurs here with a Raspberry Pi 3B+ hitched up to a Sony 4k TV at 3840 × 2160, 24Hz. OS5.27 (23-Apr-19). |
Jeffrey Lee (213) 6048 posts |
It wouldn’t surprise me if that’s caused by VDU text coordinate/window size limit 2160 scanlines is 270 rows of text, masking that with 255 could result in the bottom of the text window being only 14 rows from the top of the screen? (I don’t have a 4K monitor to try it on, so I’m not sure how close to the top of the screen we’re talking about for this problem)
Same as the above, most likely – the text window will cross the 2048 pixel (256 character) boundary on the X axis, preventing it from being set up correctly. |
David Pitt (3386) 1248 posts |
It is 14 lines down from the top of the screen. P.S. Screenshot |
Rick Murray (539) 13806 posts |
And the first comment is the amusingly predictable nemo: I have a module that… But yes, the point still stands that a lot of the VDU behaviour is dealt with by spitting byte values directly to the VDU driver. Something that was “not a big deal” back in the days of MODE 12 and MODE 21, but falls down when it comes to 4K modes and the like. As a naff hack, why not just prefix the shellcli message with <12> ? ;-) |
Steve Pampling (1551) 8155 posts |
Running a simple BASIC program that outputs some text doesn’t cause a command window to appear but the whole screen is cleared and the printed text is displayed in the top left corner. Isn’t that something that non-Wimp basic programs etc have always done? – chuck any output to the screen starting top left and not opening a window for it to be in. It was certainly one of the reasons for me not using a background image or pattern as the plain background was easier to read the results of my mistakes. Well, some of them anyway. |
David Pitt (3386) 1248 posts |
As a test a 2048 × 2048 mode does evade both issues. |
Martin Avison (27) 1491 posts |
If anyone is bothered by the nasty Organizer digital clock icon when using EX0/EY0, please email me at the technical support address in the Help file, and I can supply a small fix for the latest version v2.28a. Fixes for older versions may be possible. |
nemo (145) 2529 posts |
Rick regretted
I do have a module which retrofits it on-screen, yes. The “lots of things” that would also need to be updated would be printer drivers, and probably some TaskWindow hosts like Zap. |
Steve Pampling (1551) 8155 posts |
In reply to Rick
Perhaps if Rick and other interested developers had a copy of that module to test the required updates? |
nemo (145) 2529 posts |
Oh yes. Here is my proof of concept VDULarge which may or may not be useful. There is a readme in the zip. It implements some SWIs that allow you to use text coordinates larger than 8bit and graphics coordinates larger than 16bit. However, it is not the full solution. The full solution is called VDUExtend but I haven’t made that multi-OS compatible yet. VDUExtend reimplements OS_Plot to remove its 16bit limitation and provide an API for an extended-coordinate way of setting text and graphic windows, setting the origin and positioning the cursor. But you can’t have it now. To be clear: What this module allows you to do is drive the VDU code beyond its intended coordinate limits… that may or may not work depending on the code you’re exercising. It doesn’t allow you to implement support for the new API, because it isn’t the right API. Good for testing the VDU code though. It worked on RO5 last time I checked. |