Week 23 contribution of SDK documentation content. See release notes for details. Fixes bugs Bug 2714, Bug 462.
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<!DOCTYPE concept
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<concept id="GUID-2C443E6F-BC3D-5252-8098-9F850AA88A35" xml:lang="en"><title>Window
Server Component Overview</title><shortdesc>The Window Server manages the use of the screen and input devices
by applications and controls and co-ordinates access. </shortdesc><prolog><metadata><keywords/></metadata></prolog><conbody>
<section id="GUID-4BE363E2-E630-462D-A958-721B3636792E"><title>Architecture</title> <p>The
architecture of the Window Server varies depending on whether you are using
the <xref href="GUID-D93978BE-11A3-5CE3-B110-1DEAA5AD566C.dita">ScreenPlay (NGA)</xref> or <xref href="GUID-F64E6551-670E-5E12-8103-DE504D3EC94F.dita">non-ScreenPlay</xref> variant.
However, with a few exceptions, the client-side API is the same in both variants.
Both variants use an improved version of the Window Server, sometimes known
as <codeph>WSERV2</codeph>, which was introduced in Symbian^2 (Symbian OS
v9.4). </p> <p>The following diagram provides an overview of the Window Server
architecture in ScreenPlay. </p> <fig id="GUID-80DA5DEB-019E-5CE3-812E-496A1D713FFB">
<title> The Window Server in ScreenPlay </title>
<image href="GUID-1635E243-BDC9-55D8-8913-0D2DB622B22C_d0e186764_href.png" placement="inline"/>
</fig> <p>Below we list some of the key features of the Window Server, including
differences between the two architectures. The term <b>surface</b> is used
in ScreenPlay for a hardware-independent memory buffer for holding an image
or part of a scene. The <b>UI surface</b> is a special surface onto which
the Window Server renders all of the UI content. It is created automatically
during system start up. An <b>external surface</b> is any other surface—for
example, a surface that holds a video or to which OpenGL ES content is rendered. </p> <ul>
<li id="GUID-A56D68E9-99E0-528A-9DDD-977BECE50A45"><p>The Window Server has
a render stage framework, which enables the last stage of the Window Server
rendering to be customizable through plug-ins called <b> render stages</b>.
These can be chained to form a rendering pipeline, which takes the drawing
operations that are produced by the Window Server and ultimately passes them
to the UI surface. Render stages can selectively filter, modify, or redirect
the draw operation stream, as required—for example, to perform transition
effects (TFX). </p> </li>
<li id="GUID-A6589F28-B8B5-5FBA-B241-6E526D6A9BF1"><p>In ScreenPlay, composition
takes place in two stages. First, the render stages render the drawing to
the UI surface. Then the composition engine combines the UI surface and any
external surfaces into elements (sometimes called <b>layers</b>) and composes
them to the screen. This enables the composition to be performed in software
or hardware accelerator chips. </p> </li>
<li id="GUID-BA8D10A1-F0CB-56F7-817B-F1425AC1DA56"><p>In the non-ScreenPlay
variant, the concept of surfaces is not used and the Window Server composes
directly onto the <b>frame buffer</b> which is then displayed on the screen. </p> </li>
<li id="GUID-FC88013B-E5A4-5DD6-9906-A526D137CF43"><p>There are differences
in the plug-in framework APIs in the two architectures. In addition, in ScreenPlay,
fading effects are implemented by using render stages, whereas when ScreenPlay
is not enabled they are implemented by using a separate fader plug-in type
(not shown on the diagram). </p> </li>
<li id="GUID-86A8FB36-B9DF-50F2-AE0B-798D717899A6"><p>In ScreenPlay, the Window
Server provides advanced pointer features, such as support for multiple pointers
and proximity and pressure coordinates. The non-ScreenPlay variant does not
provide this support. </p> </li>
<li id="GUID-46123A93-AF91-5FAB-995E-CDEAE9C8B961"><p>ScreenPlay provides
support for externally connected displays, such as TV-out. The non-ScreenPlay
variant considers the size of each display to be fixed. However, for High-Definition
Multimedia Interface (HDMI) and composite video connectors, there are a range
of resolutions that can change dynamically. ScreenPlay provides an optional
feature that supports switching between resolutions at runtime and notifications
to Window Server clients when there are changes to the resolution and connectedness. </p> </li>
</ul> </section>
<section id="GUID-2459A480-EC83-4595-97AA-D090331C9A88"><title>Building the
ScreenPlay and non-ScreenPlay variants</title> <p>To build the ScreenPlay
version of the Window Server components, declare the following macros in the <filepath>Symbian_OS.hrh</filepath> file. </p><codeblock xml:space="preserve">SYMBIAN_BUILD_GCE
SYMBIAN_GRAPHICS_BUILD_OPENWF_WSERV
</codeblock><p>This causes the ScreenPlay versions of the components in the
Graphics package to be built in addition to the non-ScreenPlay components.
Specifically the <codeph>SYMBIAN_BUILD_GCE</codeph> macro causes the ScreenPlay
version of the Window Server to be built. This means that the <filepath>w32_nga.mmp</filepath> and <filepath>wserv_nga.mmp</filepath> files
are built. These define a second macro, <codeph>SYMBIAN_GRAPHICS_GCE</codeph>,
which causes the ScreenPlay Window Server classes to be built. </p> <p>To include the ScreenPlay versions when building
ROM, use the <codeph>SYMBIAN_GRAPHICS_USE_GCE</codeph> flag. </p> </section>
<section id="GUID-BEBE7D33-06C7-4B07-837E-9E67633EEFBF"><title>Selecting the
ScreenPlay variant in the emulator</title><p>To select the ScreenPlay version
of the component in the emulator, add the following line to the <filepath>epoc.ini</filepath> file: </p> <codeblock id="GUID-E0A64D1F-19B8-5002-8031-06E58AAE0055" xml:space="preserve">SYMBIAN_GRAPHICS_USE_GCE ON</codeblock></section>
<section id="GUID-F13720C7-A6E1-4A3F-ACAF-10BEF6D2229F"><title>Executables</title> <p>This
section lists the main Window Server executables. For clarity, these are divided
into three groups. </p> <p><b>Window Server executable and client-side libraries </b> </p> <table id="GUID-E68F0783-FE52-55F3-8140-0FD527E91775">
<tgroup cols="3"><colspec colname="col0"/><colspec colname="col1"/><colspec colname="col2"/>
<thead>
<row>
<entry>Executable</entry>
<entry>LIB</entry>
<entry>Description</entry>
</row>
</thead>
<tbody>
<row>
<entry><p> <filepath>wserv_nga.exe</filepath> </p> </entry>
<entry><p> </p> </entry>
<entry><p>The ScreenPlay version of the Window Server. </p> </entry>
</row>
<row>
<entry><p> <filepath>wserv_nonnga.exe</filepath> </p> </entry>
<entry><p> </p> </entry>
<entry><p>The non-ScreenPlay version of the Window Server. </p> </entry>
</row>
<row>
<entry><p> <filepath>ws32_nga.dll</filepath> </p> </entry>
<entry><p> <filepath>ws32.lib</filepath> </p> </entry>
<entry><p>The Window Server client-side API library for the ScreenPlay variant.
See <xref href="GUID-DC5E8C7D-D697-53E8-87F4-344301430E61.dita">Window Server Client-Side
Library</xref>. </p> </entry>
</row>
<row>
<entry><p> <filepath>ws32_nonnga.dll</filepath> </p> </entry>
<entry><p> <filepath>ws32.lib</filepath> </p> </entry>
<entry><p>The Window Server client-side API library for the non-ScreenPlay
variant. See <xref href="GUID-DC5E8C7D-D697-53E8-87F4-344301430E61.dita">Window
Server Client-Side Library</xref>. </p> </entry>
</row>
<row>
<entry><p> <filepath>wsgraphicdrawer_nga.dll</filepath> </p> </entry>
<entry><p> <filepath>wsgraphicdrawer.lib </filepath> </p> </entry>
<entry><p>The server-side base classes for Window Server plug-ins in the ScreenPlay
variant. The plug-ins include graphic drawer plug-ins (which are also known
as Content Rendering Plug-ins or CRPs) and render stage plug-ins. </p> </entry>
</row>
<row>
<entry><p> <filepath>wsgraphicdrawer_nonnga.dll</filepath> </p> </entry>
<entry><p> <filepath>wsgraphicdrawer.lib </filepath> </p> </entry>
<entry><p>The server-side base classes for Window Server plug-ins in the non-ScreenPlay
variant. The plug-ins include graphic drawer plug-ins (which are also known
as Content Rendering Plug-ins or CRPs) and render stage and fader plug-ins. </p> </entry>
</row>
<row>
<entry><p> <filepath>remotegc_nga.dll </filepath> </p> </entry>
<entry><p> <filepath>remotegc.lib </filepath> </p> </entry>
<entry><p>The client-side API library for remote graphic contexts in ScreenPlay.
Remote graphic contexts store draw operations so that they can be played back
later. It is "remote" because the draw operations are generally played back
in a different location from where they are stored. For example, the draw
operations are frequently stored on the client side and then a transformation
engine uses them on the server side to make an effect. </p> </entry>
</row>
<row>
<entry><p> <filepath>remotegc_nonnga.dll </filepath> </p> </entry>
<entry><p> <filepath>remotegc.lib </filepath> </p> </entry>
<entry><p>The client-side API library for remote graphic contexts in the non-ScreenPlay
variant. This has a similar role as in ScreenPlay. </p> </entry>
</row>
<row>
<entry><p> <filepath>profilerkeys.dll </filepath> </p> </entry>
<entry/>
<entry><p>Window Server profiling hotkeys library in both ScreenPlay and non-ScreenPlay
variants. </p> </entry>
</row>
</tbody>
</tgroup>
</table> <p><b>Logging libraries </b> </p> <table id="GUID-C233B864-B909-5C00-B90A-7C78F3D02AFC">
<tgroup cols="2"><colspec colname="col0"/><colspec colname="col1"/>
<thead>
<row>
<entry>Executable</entry>
<entry>Description</entry>
</row>
</thead>
<tbody>
<row>
<entry><p> <filepath>dlog.dll </filepath> </p> </entry>
<entry><p>On-screen logging library </p> </entry>
</row>
<row>
<entry><p> <filepath>dlogfl.dll </filepath> </p> </entry>
<entry><p>File logging library </p> </entry>
</row>
<row>
<entry><p> <filepath>dlogrd.dll </filepath> </p> </entry>
<entry/>
</row>
<row>
<entry><p> <filepath>dlogsr.dll </filepath> </p> </entry>
<entry><p>Serial logging library </p> </entry>
</row>
</tbody>
</tgroup>
</table> <p><b>Plug-ins </b> </p> <table id="GUID-E71B0099-14D9-5C44-99FA-1DDB535EB7BF">
<tgroup cols="3"><colspec colname="col0"/><colspec colname="col1"/><colspec colname="col2"/>
<thead>
<row>
<entry>Executable</entry>
<entry>Variant</entry>
<entry>Description</entry>
</row>
</thead>
<tbody>
<row>
<entry><p> <filepath>10281922.dll</filepath> </p> </entry>
<entry><p>Both </p> </entry>
<entry><p>This is a standard reference CRP. This type of plug-in is called
a <i>CWsGraphics</i> ECOM plug-in. Device creators can replace this component. </p> </entry>
</row>
<row>
<entry><p> <filepath>2001b70b.dll</filepath> </p> </entry>
<entry><p>Non-ScreenPlay </p> </entry>
<entry><p>This is a prototype reference render stage ECOM plug-in for the
non-ScreenPlay variant. This type of plug-in is called a <i>CWsPlugin</i>. </p> <p>Note:
The ScreenPlay render stage ECOM plug-in is delivered in the Window Server
Plugins component. </p> </entry>
</row>
<row>
<entry><p> <filepath>10285c4a.dll </filepath> </p> </entry>
<entry><p>ScreenPlay </p> </entry>
<entry><p>This is a reference ScreenPlay surface-based CRP. Device creators
can replace this component. </p> </entry>
</row>
<row>
<entry><p> <filepath>samplegraphicsurface.dll </filepath> </p> </entry>
<entry><p>ScreenPlay </p> </entry>
<entry><p>Sample ScreenPlay CRP (<i>CWsGraphics</i>) that demonstrates placing
a surface. </p> </entry>
</row>
<row>
<entry><p> <filepath>w32stdgraphic.dll </filepath> </p> </entry>
<entry><p>Both </p> </entry>
<entry><p>Sample CRP (<i>CWsGraphics</i>). </p> </entry>
</row>
</tbody>
</tgroup>
</table> </section>
<section id="GUID-439B39AD-4184-4928-BF35-ABAB94A89400"><title>Typical uses</title> <ul>
<li id="GUID-BF47989B-D205-5ED8-BBCF-44B099E15C97"><p>Application developers
use the <xref href="GUID-DC5E8C7D-D697-53E8-87F4-344301430E61.dita">client-side
library</xref> to control windows in their applications and respond to key
and pointer events. </p> </li>
<li id="GUID-51A64C2E-C689-5765-8455-02C6350E4E88"><p>Testers and application
developers use the <xref href="GUID-6E8807F5-9CC0-5A70-8182-22230D43AA9E.dita">logging
mechanism</xref> to log Window Server events when developing and testing their
code. </p> </li>
<li id="GUID-139581CB-1185-569E-878D-58088230CCE8"><p>Device creators create
Content Rendering Plug-ins (CRPs) for showing customized content on the screen. </p> </li>
<li id="GUID-75EE03DE-0F78-5114-BCB9-8DD648A7C3A3"><p>Device creators who
use ScreenPlay, can create render stage plug-ins. These enable the output
of the Window Server to be combined with auxiliary software subsystems (such
as a transition effect engine) and hardware-accelerated drawing (for example,
using OpenVG). </p> </li>
<li id="GUID-E712A357-5797-5291-829E-C054463FD286"><p>Device creators use
the <xref href="GUID-1D529BDC-6665-58E2-AB3F-7023D8A84F69.dita">wsini.ini file</xref> to
configure the Window Server to suit the specific requirements of the particular
device. </p> </li>
</ul> </section>
</conbody><related-links>
<link href="GUID-0C4B86B5-530A-5839-86C1-46E7ABE281E0.dita"><linktext>Window Server
Component</linktext></link>
</related-links></concept>