comment update littlevgl -> lvgl
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@@ -54,20 +54,20 @@ void lv_port_disp_init(void)
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* Create a buffer for drawing
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*----------------------------*/
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/* LittlevGL requires a buffer where it draws the objects. The buffer's has to be greater than 1 display row
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/* LVGL requires a buffer where it draws the objects. The buffer's has to be greater than 1 display row
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*
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* There are three buffering configurations:
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* 1. Create ONE buffer with some rows:
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* LittlevGL will draw the display's content here and writes it to your display
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* LVGL will draw the display's content here and writes it to your display
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*
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* 2. Create TWO buffer with some rows:
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* LittlevGL will draw the display's content to a buffer and writes it your display.
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* LVGL will draw the display's content to a buffer and writes it your display.
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* You should use DMA to write the buffer's content to the display.
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* It will enable LittlevGL to draw the next part of the screen to the other buffer while
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* It will enable LVGL to draw the next part of the screen to the other buffer while
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* the data is being sent form the first buffer. It makes rendering and flushing parallel.
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*
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* 3. Create TWO screen-sized buffer:
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* Similar to 2) but the buffer have to be screen sized. When LittlevGL is ready it will give the
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* Similar to 2) but the buffer have to be screen sized. When LVGL is ready it will give the
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* whole frame to display. This way you only need to change the frame buffer's address instead of
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* copying the pixels.
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* */
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@@ -91,7 +91,7 @@ void lv_port_disp_init(void)
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/*-----------------------------------
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* Register the display in LittlevGL
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* Register the display in LVGL
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*----------------------------------*/
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lv_disp_drv_t disp_drv; /*Descriptor of a display driver*/
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@@ -81,7 +81,7 @@ void lv_port_fs_init(void)
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fs_init();
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/*---------------------------------------------------
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* Register the file system interface in LittlevGL
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* Register the file system interface in LVGL
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*--------------------------------------------------*/
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/* Add a simple drive to open images */
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@@ -293,7 +293,7 @@ static bool keypad_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data)
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if(act_key != 0) {
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data->state = LV_INDEV_STATE_PR;
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/*Translate the keys to LittlevGL control characters according to your key definitions*/
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/*Translate the keys to LVGL control characters according to your key definitions*/
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switch(act_key) {
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case 1:
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act_key = LV_KEY_NEXT;
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