Update README.md
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@@ -62,15 +62,15 @@ The easiest way to get started with LittlevGL is to run it in a simulator on you
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Choose a project with your favourite IDE:
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| Eclipse | CodeBlock | Visual Studio | PlatformIO | Qt Creator |
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|-------------|----------- |---------------|-----------|------------|
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| Eclipse | CodeBlocks | Visual Studio | PlatformIO | Qt Creator |
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|-------------|-------------|---------------|-----------|------------|
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| [](https://github.com/littlevgl/pc_simulator_sdl_eclipse) | [](https://github.com/littlevgl/pc_simulator_win_codeblocks) | [](https://github.com/littlevgl/visual_studio_2017_sdl_x64) | [](https://github.com/littlevgl/pc_simulator_sdl_platformio) | [](https://blog.littlevgl.com/2019-01-03/qt-creator) |
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| Cross-platform<br>with SDL | Native Windows | Cross-platform<br>with SDL | Cross-platform<br>with SDL | Cross-platform<br>with SDL |
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### Porting to an embedded hardware
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In the most simple case you need to do these steps:
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1. Copy `lv_conf_templ.h` as `lv_conf.h` next to `lvgl` and set at least `LV_HOR_RES`, `LV_VER_RES` and `LV_COLOR_DEPTH`.
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2. Call `lv_tick_inc(x)` every `x` milliseconds in a Timer or Task (`x` should be between 1 and 10)
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2. Call `lv_tick_inc(x)` every `x` milliseconds **in a Timer or Task** (`x` should be between 1 and 10)
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3. Call `lv_init()`
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4. Register a function which can **copy a pixel array** to an area of the screen:
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```c
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