update lv_conf_temp with extra info

This commit is contained in:
Gabor Kiss-Vamosi
2018-12-29 09:12:46 +01:00
parent f25dec516b
commit 31468efc8e
2 changed files with 187 additions and 124 deletions

View File

@@ -1,11 +1,11 @@
/**
* GENERATED FILE, DO NOT EDIT IT!
* @file lv_conf_checker.h
* Make sure all the defines of lv_conf.h have a default value
**/
#ifndef LV_CONF_CHECKER_H
#define LV_CONF_CHECKER_H
/*===================
Dynamic memory
*===================*/
@@ -13,11 +13,11 @@
/* Memory size which will be used by the library
* to store the graphical objects and other data */
#ifndef LV_MEM_CUSTOM
#define LV_MEM_CUSTOM 0 /*1: use custom malloc/free, 0: use the built-in lv_mem_alloc/lv_mem_free*/
#define LV_MEM_CUSTOM 0 /*1: use custom malloc/free, 0: use the built-in lv_mem_alloc/lv_mem_free*/
#endif
#if LV_MEM_CUSTOM == 0
#ifndef LV_MEM_SIZE
#define LV_MEM_SIZE (32U * 1024U) /*Size memory used by `lv_mem_alloc` in bytes (>= 2kB)*/
#define LV_MEM_SIZE (64U * 1024U) /*Size memory used by `lv_mem_alloc` in bytes (>= 2kB)*/
#endif
#ifndef LV_MEM_ATTR
#define LV_MEM_ATTR /*Complier prefix for big array declaration*/
@@ -43,49 +43,80 @@
/* Horizontal and vertical resolution of the library.*/
#ifndef LV_HOR_RES
#define LV_HOR_RES (320)
#define LV_HOR_RES (480)
#endif
#ifndef LV_VER_RES
#define LV_VER_RES (240)
#define LV_VER_RES (320)
#endif
/* Dot Per Inch: used to initialize default sizes. E.g. a button with width = LV_DPI / 2 -> half inch wide
* (Not so important, you can adjust it to modify default sizes and spaces)*/
#ifndef LV_DPI
#define LV_DPI 100
#endif
/* Size of VDB (Virtual Display Buffer: the internal graphics buffer).
* Required for buffered drawing, opacity and anti-aliasing
* VDB makes the double buffering, you don't need to deal with it!
* Typical size: ~1/10 screen */
#ifndef LV_VDB_SIZE
#define LV_VDB_SIZE (30 * LV_HOR_RES) /*Size of VDB in pixel count (1/10 screen size is good for first)*/
#endif
#ifndef LV_VDB_PX_BPP
#define LV_VDB_PX_BPP LV_COLOR_SIZE /*Bit-per-pixel of VDB. Useful for monochrome or non-standard color format displays. (Special formats are handled with `disp_drv->vdb_wr`)*/
#endif
#ifndef LV_VDB_ADR
#define LV_VDB_ADR 0 /*Place VDB to a specific address (e.g. in external RAM) (0: allocate automatically into RAM; LV_VDB_ADR_INV: to replace it later with `lv_vdb_set_adr()`)*/
#endif
/* Use two Virtual Display buffers (VDB) parallelize rendering and flushing (optional)
* The flushing should use DMA to write the frame buffer in the background*/
#ifndef LV_VDB_DOUBLE
#define LV_VDB_DOUBLE 0 /*1: Enable the use of 2 VDBs*/
#endif
#ifndef LV_VDB2_ADR
#define LV_VDB2_ADR 0 /*Place VDB2 to a specific address (e.g. in external RAM) (0: allocate automatically into RAM; LV_VDB_ADR_INV: to replace it later with `lv_vdb_set_adr()`)*/
#endif
/* Enable anti-aliasing (lines, and radiuses will be smoothed) */
#ifndef LV_ANTIALIAS
#define LV_ANTIALIAS 1 /*1: Enable anti-aliasing*/
#endif
/*Screen refresh settings*/
/*Screen refresh period in milliseconds*/
#ifndef LV_REFR_PERIOD
#define LV_REFR_PERIOD 30 /*Screen refresh period in milliseconds*/
#define LV_REFR_PERIOD 30
#endif
#ifndef LV_INV_FIFO_SIZE
#define LV_INV_FIFO_SIZE 32 /*The average count of objects on a screen */
/*-----------------
* VDB settings
*----------------*/
/* VDB (Virtual Display Buffer) is an internal graphics buffer.
* To images will be drawn into this buffer first and then
* the buffer will be passed to your `disp_drv.disp_flush` function to
* copy it to your frame buffer.
* VDB is required for: buffered drawing, opacity, anti-aliasing and shadows
* Learn more: https://docs.littlevgl.com/#Drawing*/
/* Size of the VDB in pixels. Typical size: ~1/10 screen. Must be >= LV_HOR_RES
* Setting it to 0 will disable VDB and `disp_drv.disp_fill` and `disp_drv.disp_map` functions
* will be called to draw to the frame buffer directly*/
#ifndef LV_VDB_SIZE
#define LV_VDB_SIZE ((LV_VER_RES * LV_HOR_RES) / 10)
#endif
/* Bit-per-pixel of VDB. Useful for monochrome or non-standard color format displays.
* Special formats are handled with `disp_drv.vdb_wr`)*/
#ifndef LV_VDB_PX_BPP
#define LV_VDB_PX_BPP LV_COLOR_SIZE /*LV_COLOR_SIZE comes from LV_COLOR_DEPTH below to set 8, 16 or 32 bit pixel size automatically */
#endif
/* Place VDB to a specific address (e.g. in external RAM)
* 0: allocate automatically into RAM
* LV_VDB_ADR_INV: to replace it later with `lv_vdb_set_adr()`*/
#ifndef LV_VDB_ADR
#define LV_VDB_ADR 0
#endif
/* Use two Virtual Display buffers (VDB) parallelize rendering and flushing (optional)
* The flushing should use DMA to write the frame buffer in the background */
#ifndef LV_VDB_DOUBLE
#define LV_VDB_DOUBLE 0
#endif
/* Place VDB2 to a specific address (e.g. in external RAM)
* 0: allocate automatically into RAM
* LV_VDB_ADR_INV: to replace it later with `lv_vdb_set_adr()`*/
#ifndef LV_VDB2_ADR
#define LV_VDB2_ADR 0
#endif
/* Using true double buffering in `disp_drv.disp_flush` you will always get the image of the whole screen.
* Your only task is to set the rendered image (`color_p` parameter) as frame buffer address or send it to your display.
* The best if you do in the blank period of you display to avoid tearing effect.
* Requires:
* - LV_VDB_SIZE = LV_HOR_RES * LV_VER_RES
* - LV_VDB_DOUBLE = 1
*/
#ifndef LV_VDB_TRUE_DOUBLE_BUFFERED
#define LV_VDB_TRUE_DOUBLE_BUFFERED 0
#endif
/*=================
@@ -114,13 +145,13 @@
/*Color settings*/
#ifndef LV_COLOR_DEPTH
#define LV_COLOR_DEPTH 16 /*Color depth: 1/8/16/32*/
#define LV_COLOR_DEPTH 32 /*Color depth: 1/8/16/32*/
#endif
#ifndef LV_COLOR_16_SWAP
#define LV_COLOR_16_SWAP 0 /*Swap the 2 bytes of RGB565 color. Useful if the display has a 8 bit interface (e.g. SPI)*/
#endif
#ifndef LV_COLOR_SCREEN_TRANSP
#define LV_COLOR_SCREEN_TRANSP 0 /*1: Enable screen transparency. Useful for OSD or other overlapping GUIs. Requires ARGB8888 colors*/
#define LV_COLOR_SCREEN_TRANSP 0 /*1: Enable screen transparency. Useful for OSD or other overlapping GUIs. Requires ARGB8888 colors*/
#endif
#ifndef LV_COLOR_TRANSP
#define LV_COLOR_TRANSP LV_COLOR_LIME /*Images pixels with this color will not be drawn (with chroma keying)*/
@@ -134,7 +165,7 @@
#define LV_TXT_BREAK_CHARS " ,.;:-_" /*Can break texts on these chars*/
#endif
/*Graphics feature usage*/
/*Feature usage*/
#ifndef USE_LV_ANIMATION
#define USE_LV_ANIMATION 1 /*1: Enable all animations*/
#endif
@@ -151,7 +182,7 @@
#define USE_LV_REAL_DRAW 1 /*1: Enable function which draw directly to the frame buffer instead of VDB (required if LV_VDB_SIZE = 0)*/
#endif
#ifndef USE_LV_FILESYSTEM
#define USE_LV_FILESYSTEM 1 /*1: Enable file system (required by images*/
#define USE_LV_FILESYSTEM 1 /*1: Enable file system (might be required for images*/
#endif
/*Compiler settings*/
@@ -161,9 +192,6 @@
#ifndef LV_ATTRIBUTE_TASK_HANDLER
#define LV_ATTRIBUTE_TASK_HANDLER /* Define a custom attribute to `lv_task_handler` function */
#endif
#ifndef LV_ATTRIBUTE_FLUSH_READY
#define LV_ATTRIBUTE_FLUSH_READY /* Define a custom attribute to `lv_flush_ready` function */
#endif
#ifndef LV_COMPILER_VLA_SUPPORTED
#define LV_COMPILER_VLA_SUPPORTED 1 /* 1: Variable length array is supported*/
#endif
@@ -184,6 +212,7 @@
#endif
#endif /*LV_TICK_CUSTOM*/
/*Log settings*/
#ifndef USE_LV_LOG
#define USE_LV_LOG 1 /*Enable/disable the log module*/
@@ -196,11 +225,12 @@
* LV_LOG_LEVEL_ERROR Only critical issue, when the system may fail
*/
#ifndef LV_LOG_LEVEL
#define LV_LOG_LEVEL LV_LOG_LEVEL_INFO
#define LV_LOG_LEVEL LV_LOG_LEVEL_WARN
#endif
/* 1: Print the log with 'printf'; 0: user need to register a callback*/
#ifndef LV_LOG_PRINTF
#define LV_LOG_PRINTF 0 /* 1: Print the log with 'printf'; 0: user need to register a callback*/
#define LV_LOG_PRINTF 1
#endif
#endif /*USE_LV_LOG*/
@@ -208,95 +238,95 @@
* THEME USAGE
*================*/
#ifndef LV_THEME_LIVE_UPDATE
#define LV_THEME_LIVE_UPDATE 0 /*1: Allow theme switching at run time. Uses 8..10 kB of RAM*/
#define LV_THEME_LIVE_UPDATE 1 /*1: Allow theme switching at run time. Uses 8..10 kB of RAM*/
#endif
#ifndef USE_LV_THEME_TEMPL
#define USE_LV_THEME_TEMPL 0 /*Just for test*/
#endif
#ifndef USE_LV_THEME_DEFAULT
#define USE_LV_THEME_DEFAULT 0 /*Built mainly from the built-in styles. Consumes very few RAM*/
#define USE_LV_THEME_DEFAULT 1 /*Built mainly from the built-in styles. Consumes very few RAM*/
#endif
#ifndef USE_LV_THEME_ALIEN
#define USE_LV_THEME_ALIEN 0 /*Dark futuristic theme*/
#define USE_LV_THEME_ALIEN 1 /*Dark futuristic theme*/
#endif
#ifndef USE_LV_THEME_NIGHT
#define USE_LV_THEME_NIGHT 0 /*Dark elegant theme*/
#define USE_LV_THEME_NIGHT 1 /*Dark elegant theme*/
#endif
#ifndef USE_LV_THEME_MONO
#define USE_LV_THEME_MONO 0 /*Mono color theme for monochrome displays*/
#define USE_LV_THEME_MONO 1 /*Mono color theme for monochrome displays*/
#endif
#ifndef USE_LV_THEME_MATERIAL
#define USE_LV_THEME_MATERIAL 0 /*Flat theme with bold colors and light shadows*/
#define USE_LV_THEME_MATERIAL 1 /*Flat theme with bold colors and light shadows*/
#endif
#ifndef USE_LV_THEME_ZEN
#define USE_LV_THEME_ZEN 0 /*Peaceful, mainly light theme */
#define USE_LV_THEME_ZEN 1 /*Peaceful, mainly light theme */
#endif
#ifndef USE_LV_THEME_NEMO
#define USE_LV_THEME_NEMO 0 /*Water-like theme based on the movie "Finding Nemo"*/
#define USE_LV_THEME_NEMO 1 /*Water-like theme based on the movie "Finding Nemo"*/
#endif
/*==================
* FONT USAGE
*===================*/
/* More info about fonts: https://littlevgl.com/basics#fonts
/* More info about fonts: https://docs.littlevgl.com/#Fonts
* To enable a built-in font use 1,2,4 or 8 values
* which will determine the bit-per-pixel */
* which will determine the bit-per-pixel. Higher value means smoother fonts */
#ifndef USE_LV_FONT_DEJAVU_10
#define USE_LV_FONT_DEJAVU_10 0
#define USE_LV_FONT_DEJAVU_10 4
#endif
#ifndef USE_LV_FONT_DEJAVU_10_LATIN_SUP
#define USE_LV_FONT_DEJAVU_10_LATIN_SUP 0
#define USE_LV_FONT_DEJAVU_10_LATIN_SUP 4
#endif
#ifndef USE_LV_FONT_DEJAVU_10_CYRILLIC
#define USE_LV_FONT_DEJAVU_10_CYRILLIC 0
#define USE_LV_FONT_DEJAVU_10_CYRILLIC 4
#endif
#ifndef USE_LV_FONT_SYMBOL_10
#define USE_LV_FONT_SYMBOL_10 0
#define USE_LV_FONT_SYMBOL_10 4
#endif
#ifndef USE_LV_FONT_DEJAVU_20
#define USE_LV_FONT_DEJAVU_20 4
#endif
#ifndef USE_LV_FONT_DEJAVU_20_LATIN_SUP
#define USE_LV_FONT_DEJAVU_20_LATIN_SUP 0
#define USE_LV_FONT_DEJAVU_20_LATIN_SUP 4
#endif
#ifndef USE_LV_FONT_DEJAVU_20_CYRILLIC
#define USE_LV_FONT_DEJAVU_20_CYRILLIC 0
#define USE_LV_FONT_DEJAVU_20_CYRILLIC 4
#endif
#ifndef USE_LV_FONT_SYMBOL_20
#define USE_LV_FONT_SYMBOL_20 4
#endif
#ifndef USE_LV_FONT_DEJAVU_30
#define USE_LV_FONT_DEJAVU_30 0
#define USE_LV_FONT_DEJAVU_30 4
#endif
#ifndef USE_LV_FONT_DEJAVU_30_LATIN_SUP
#define USE_LV_FONT_DEJAVU_30_LATIN_SUP 0
#define USE_LV_FONT_DEJAVU_30_LATIN_SUP 4
#endif
#ifndef USE_LV_FONT_DEJAVU_30_CYRILLIC
#define USE_LV_FONT_DEJAVU_30_CYRILLIC 0
#define USE_LV_FONT_DEJAVU_30_CYRILLIC 4
#endif
#ifndef USE_LV_FONT_SYMBOL_30
#define USE_LV_FONT_SYMBOL_30 0
#define USE_LV_FONT_SYMBOL_30 4
#endif
#ifndef USE_LV_FONT_DEJAVU_40
#define USE_LV_FONT_DEJAVU_40 0
#define USE_LV_FONT_DEJAVU_40 4
#endif
#ifndef USE_LV_FONT_DEJAVU_40_LATIN_SUP
#define USE_LV_FONT_DEJAVU_40_LATIN_SUP 0
#define USE_LV_FONT_DEJAVU_40_LATIN_SUP 4
#endif
#ifndef USE_LV_FONT_DEJAVU_40_CYRILLIC
#define USE_LV_FONT_DEJAVU_40_CYRILLIC 0
#define USE_LV_FONT_DEJAVU_40_CYRILLIC 4
#endif
#ifndef USE_LV_FONT_SYMBOL_40
#define USE_LV_FONT_SYMBOL_40 0
#define USE_LV_FONT_SYMBOL_40 4
#endif
#ifndef USE_LV_FONT_MONOSPACE_8
#define USE_LV_FONT_MONOSPACE_8 0
#define USE_LV_FONT_MONOSPACE_8 1
#endif
/* Optionally declare your custom fonts here.
@@ -309,6 +339,7 @@
#define LV_FONT_CUSTOM_DECLARE
#endif
#ifndef LV_FONT_DEFAULT
#define LV_FONT_DEFAULT &lv_font_dejavu_20 /*Always set a default font from the built-in fonts*/
#endif
@@ -322,15 +353,15 @@
#ifndef LV_OBJ_FREE_PTR
#define LV_OBJ_FREE_PTR 1 /*Enable the free pointer attribute*/
#endif
#ifndef LV_OBJ_REALIGN
#define LV_OBJ_REALIGN 1 /*Enable `lv_obj_realaign()` based on `lv_obj_align()` parameters*/
#ifndef LV_OBJ_REAILGN
#define LV_OBJ_REAILGN 0 /*Enable `lv_obj_realaign()` based on `lv_obj_align()` parameters*/
#endif
/*==================
* LV OBJ X USAGE
*================*/
/*
* Documentation of the object types: https://littlevgl.com/object-types
* Documentation of the object types: https://docs.littlevgl.com/#Object-types
*/
/*****************