docs(all) Proofread, fix typos and add clarifications in confusing areas (#2528)

Co-authored-by: Gabor Kiss-Vamosi <kisvegabor@gmail.com>
This commit is contained in:
Kevin Thibedeau
2021-09-06 04:55:37 -04:00
committed by GitHub
parent 715d580d8c
commit 7d9fe20a0e
36 changed files with 654 additions and 656 deletions

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@@ -4,14 +4,14 @@
```
# Display interface
To register a display for LVGL a `lv_disp_draw_buf_t` and a `lv_disp_drv_t` variable have to be initialized.
To register a display for LVGL, a `lv_disp_draw_buf_t` and a `lv_disp_drv_t` variable have to be initialized.
- `lv_disp_draw_buf_t` contains internal graphic buffer(s) called draw buffer(s).
- `lv_disp_drv_t` contains callback functions to interact with the display and manipulate drawing related things.
- `lv_disp_drv_t` contains callback functions to interact with the display and manipulate low level drawing behavior.
## Draw buffer
Draw buffer(s) are simple array(s) that LVGL uses to render the screen content.
Once rendering is ready the content of the draw buffer is sent to the display using the `flush_cb` function, set in the display driver (see below).
Once rendering is ready the content of the draw buffer is sent to the display using the `flush_cb` function set in the display driver (see below).
A draw buffer can be initialized via a `lv_disp_draw_buf_t` variable like this:
```c
@@ -26,37 +26,37 @@ static lv_color_t buf_2[MY_DISP_HOR_RES * 10];
lv_disp_draw_buf_init(&disp_buf, buf_1, buf_2, MY_DISP_HOR_RES*10);
```
Note that `lv_disp_draw_buf_t` needs to be static, global or dynamically allocated and not a local variable destroyed when it goes out of the scope.
Note that `lv_disp_draw_buf_t` must be a static, global or dynamically allocated variable. It cannot be a local variable as they are destroyed upon end of scope.
As you can see the draw buffer can be smaller than the screen. In this case, the larger areas will be redrawn in smaller parts that fit into the draw buffer(s).
As you can see above, the draw buffer may be smaller than the screen. In this case, larger areas are redrawn in smaller segments that fit into the draw buffer(s).
If only a small area changes (e.g. a button is pressed) then only that area will be refreshed.
A larger buffer results in better performance but above 1/10 screen sized buffer(s) there is no significant performance improvement.
Therefore it's recommended to choose the size of the draw buffer(s) to at least 1/10 screen sized.
Therefore it's recommended to choose the size of the draw buffer(s) to be at least 1/10 screen sized.
If only **one buffer** is used LVGL draws the content of the screen into that draw buffer and sends it to the display.
This way LVGL needs to wait until the content of the buffer is sent to the display before drawing something new in it.
LVGL then needs to wait until the content of the buffer is sent to the display before drawing something new in it.
If **two buffers** are used LVGL can draw into one buffer while the content of the other buffer is sent to display in the background.
DMA or other hardware should be used to transfer the data to the display to let the MCU draw meanwhile.
This way, the rendering and refreshing of the display become parallel.
If **two buffers** are used LVGL can draw into one buffer while the content of the other buffer is sent to the display in the background.
DMA or other hardware should be used to transfer data to the display so the MCU can continue drawing.
This way, the rendering and refreshing of the display become parallel operations.
In the display driver (`lv_disp_drv_t`) the `full_refresh` bit can be enabled to force LVGL to always redraw the whole screen. This works in both *one buffer* and *two buffers* modes.
In the display driver (`lv_disp_drv_t`) enabling the `full_refresh` bit will force LVGL to always redraw the whole screen. This works in both *one buffer* and *two buffers* modes.
If `full_refresh` is enabled and 2 screen sized draw buffers are provided, LVGL's display handling works like "traditional" double buffering.
This means in `flush_cb` only the address of the framebuffer needs to be changed to the provided pointer (`color_p` parameter).
This configuration should be used if the MCU has LCD controller periphery and not with an external display controller (e.g. ILI9341 or SSD1963).
If `full_refresh` is enabled and two screen sized draw buffers are provided, LVGL's display handling works like "traditional" double buffering.
This means the `flush_cb` callback only has to update the address of the framebuffer (`color_p` parameter).
This configuration should be used if the MCU has an LCD controller peripheral and not with an external display controller (e.g. ILI9341 or SSD1963) accessed via serial link. The latter will generally be too slow to maintain high frame rates with full screen redraws.
You can measure the performance of different draw buffer configurations using the [benchmark example](https://github.com/lvgl/lv_demos/tree/master/src/lv_demo_benchmark).
## Display driver
Once the buffer initialization is ready a `lv_disp_drv_t` display driver needs to be
Once the buffer initialization is ready a `lv_disp_drv_t` display driver needs to be:
1. initialized with `lv_disp_drv_init(&disp_drv)`
2. its fields need to be set
3. it needs to be registered in LVGL with `lv_disp_drv_register(&disp_drv)`
Note that `lv_disp_drv_t` also needs to be static, global or dynamically allocated and not a local variable destroyed when it goes out of the scope.
Note that `lv_disp_drv_t` also needs to be a static, global or dynamically allocated variable.
### Mandatory fields
In the most simple case only the following fields of `lv_disp_drv_t` need to be set:
@@ -68,19 +68,19 @@ In the most simple case only the following fields of `lv_disp_drv_t` need to be
LVGL might render the screen in multiple chunks and therefore call `flush_cb` multiple times. To see if the current one is the last chunk of rendering use `lv_disp_flush_is_last(&disp_drv)`.
### Optional fields
There are some optional data fields:
- `color_chroma_key` A color which will be drawn as transparent on chrome keyed images. Set to `LV_COLOR_CHROMA_KEY` by default from `lv_conf.h`.
There are some optional display driver data fields:
- `color_chroma_key` A color which will be drawn as transparent on chrome keyed images. Set to `LV_COLOR_CHROMA_KEY` from `lv_conf.h` by default.
- `anti_aliasing` use anti-aliasing (edge smoothing). Enabled by default if `LV_COLOR_DEPTH` is set to at least 16 in `lv_conf.h`.
- `rotated` and `sw_rotate` See the [Rotation](#rotation) section below.
- `screen_transp` if `1` the screen itself can have transparency as well. `LV_COLOR_SCREEN_TRANSP` needs to enabled in `lv_conf.h` and requires `LV_COLOR_DEPTH 32`.
- `user_data` A custom `void `user data for the driver..
- `screen_transp` if `1` the screen itself can have transparency as well. `LV_COLOR_SCREEN_TRANSP` must be enabled in `lv_conf.h` and `LV_COLOR_DEPTH` must be 32.
- `user_data` A custom `void` user data for the driver..
Some other optional callbacks to make easier and more optimal to work with monochrome, grayscale or other non-standard RGB displays:
Some other optional callbacks to make it easier and more optimal to work with monochrome, grayscale or other non-standard RGB displays:
- `rounder_cb` Round the coordinates of areas to redraw. E.g. a 2x2 px can be converted to 2x8.
It can be used if the display controller can refresh only areas with specific height or width (usually 8 px height with monochrome displays).
- `set_px_cb` a custom function to write the draw buffer. It can be used to store the pixels more compactly in the draw buffer if the display has a special color format. (e.g. 1-bit monochrome, 2-bit grayscale etc.)
This way the buffers used in `lv_disp_draw_buf_t` can be smaller to hold only the required number of bits for the given area size. Note that, rendering with `set_px_cb` is slower than normal rendering.
- `monitor_cb` A callback function that tells how many pixels were refreshed in how much time. Called when the last chunk is rendered and sent to the display.
This way the buffers used in `lv_disp_draw_buf_t` can be smaller to hold only the required number of bits for the given area size. Note that rendering with `set_px_cb` is slower than normal rendering.
- `monitor_cb` A callback function that tells how many pixels were refreshed and in how much time. Called when the last chunk is rendered and sent to the display.
- `clean_dcache_cb` A callback for cleaning any caches related to the display.
LVGL has built-in support to several GPUs (see `lv_conf.h`) but if something else is required these functions can be used to make LVGL use a GPU:
@@ -170,7 +170,7 @@ LVGL supports rotation of the display in 90 degree increments. You can select wh
If you select software rotation (`sw_rotate` flag set to 1), LVGL will perform the rotation for you. Your driver can and should assume that the screen width and height have not changed. Simply flush pixels to the display as normal. Software rotation requires no additional logic in your `flush_cb` callback.
There is a noticeable amount of overhead to performing rotation in software, which is why hardware rotation is also available. In this mode, LVGL draws into the buffer as though your screen now has the width and height inverted. You are responsible for rotating the provided pixels yourself.
There is a noticeable amount of overhead to performing rotation in software. Hardware rotation is available to avoid unwanted slow downs. In this mode, LVGL draws into the buffer as if your screen width and height were swapped. You are responsible for rotating the provided pixels yourself.
The default rotation of your display when it is initialized can be set using the `rotated` flag. The available options are `LV_DISP_ROT_NONE`, `LV_DISP_ROT_90`, `LV_DISP_ROT_180`, or `LV_DISP_ROT_270`. The rotation values are relative to how you would rotate the physical display in the clockwise direction. Thus, `LV_DISP_ROT_90` means you rotate the hardware 90 degrees clockwise, and the display rotates 90 degrees counterclockwise to compensate.

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@@ -17,7 +17,7 @@ indev_drv.read_cb =... /*See below.*/
lv_indev_t * my_indev = lv_indev_drv_register(&indev_drv);
```
`type` can be
The `type` member can be:
- `LV_INDEV_TYPE_POINTER` touchpad or mouse
- `LV_INDEV_TYPE_KEYPAD` keyboard or keypad
- `LV_INDEV_TYPE_ENCODER` encoder with left/right turn and push options
@@ -75,7 +75,7 @@ void keyboard_read(lv_indev_drv_t * drv, lv_indev_data_t*data){
```
### Encoder
With an encoder you can do 4 things:
With an encoder you can do the following:
1. Press its button
2. Long-press its button
3. Turn left
@@ -84,8 +84,8 @@ With an encoder you can do 4 things:
In short, the Encoder input devices work like this:
- By turning the encoder you can focus on the next/previous object.
- When you press the encoder on a simple object (like a button), it will be clicked.
- If you press the encoder on a complex object (like a list, message box, etc.) the object will go to edit mode whereby turning the encoder you can navigate inside the object.
- To leave edit mode press long the button.
- If you press the encoder on a complex object (like a list, message box, etc.) the object will go to edit mode whereby you can navigate inside the object by turning the encoder.
- To leave edit mode, long press the button.
To use an *Encoder* (similarly to the *Keypads*) the objects should be added to groups.
@@ -115,7 +115,7 @@ You need to have 3 buttons available:
- `LV_KEY_RIGHT` will simulate turning encoder right
- other keys will be passed to the focused widget
If you hold the keys it will simulate encoder click with period specified in `indev_drv.long_press_rep_time`.
If you hold the keys it will simulate an encoder advance with period specified in `indev_drv.long_press_rep_time`.
```c
indev_drv.type = LV_INDEV_TYPE_ENCODER;
@@ -183,14 +183,14 @@ Besides `read_cb` a `feedback_cb` callback can be also specified in `lv_indev_dr
### Associating with a display
Every input device is associated with a display. By default, a new input device is added to the lastly created or the explicitly selected (using `lv_disp_set_default()`) display.
Every input device is associated with a display. By default, a new input device is added to the last display created or explicitly selected (using `lv_disp_set_default()`).
The associated display is stored and can be changed in `disp` field of the driver.
### Buffered reading
By default, LVGL calls `read_cb` periodically. This way there is a chance that some user gestures are missed.
By default, LVGL calls `read_cb` periodically. Because of this intermittent polling there is a chance that some user gestures are missed.
To solve this you can write an event driven driver for your input device that buffers measured data. In `read_cb` you can set the buffered data instead of reading the input device.
You can set the `data->continue_reading` flag to tell that LVGL there is more data to read and it should call the `read_cb` again.
To solve this you can write an event driven driver for your input device that buffers measured data. In `read_cb` you can report the buffered data instead of directly reading the input device.
Setting the `data->continue_reading` flag will tell LVGL there is more data to read and it should call `read_cb` again.
## Further reading

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```
# Logging
LVGL has built-in *Log* module to inform the user about what is happening in the library.
LVGL has a built-in *Log* module to inform the user about what is happening in the library.
## Log level
To enable logging, set `LV_USE_LOG 1` in `lv_conf.h` and set `LV_LOG_LEVEL` to one of the following values:

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@@ -15,21 +15,21 @@ The graphics library itself is the **lvgl** directory which should be copied int
## Configuration file
There is a configuration header file for LVGL called **lv_conf.h**. In this you can set the library's basic behavior, disable unused modules and features, adjust the size of memory buffers in compile-time, etc.
There is a configuration header file for LVGL called **lv_conf.h**. You modify this header to set the library's basic behavior, disable unused modules and features, adjust the size of memory buffers in compile-time, etc.
Copy **lvgl/lv_conf_template.h** next to the *lvgl* directory and rename it to *lv_conf.h*. Open the file and change the `#if 0` at the beginning to `#if 1` to enable its content.
*lv_conf.h* can be copied to another place as well, but then you should add the `LV_CONF_INCLUDE_SIMPLE` define to your compiler options (e.g. `-DLV_CONF_INCLUDE_SIMPLE` for gcc compiler) and set the include path manually.
Alternatively, *lv_conf.h* can be copied to another place but then you should add the `LV_CONF_INCLUDE_SIMPLE` define to your compiler options (e.g. `-DLV_CONF_INCLUDE_SIMPLE` for gcc compiler) and set the include path manually.
In this case LVGL will attempt to include `lv_conf.h` simply with `#include "lv_conf.h"`.
In the config file comments explain the meaning of the options. Be sure to set at least `LV_COLOR_DEPTH` according to your display's color depth.
Comments in the config file explain the meaning of the options. Be sure to set at least `LV_COLOR_DEPTH` according to your display's color depth.
## Initialization
To use the graphics library you have to initialize it and the other components too. The order of the initialization is:
To use the graphics library you have to initialize it and setup required components. The order of the initialization is:
1. Call `lv_init()`.
2. Initialize your drivers.
3. Register the display and input devices drivers in LVGL. Lear more about [Display](/porting/display) and [Input device](/porting/indev) registration.
4. Call `lv_tick_inc(x)` every `x` milliseconds in an interrupt to tell the elapsed time. [Learn more](/porting/tick).
3. Register the display and input devices drivers in LVGL. Learn more about [Display](/porting/display) and [Input device](/porting/indev) registration.
4. Call `lv_tick_inc(x)` every `x` milliseconds in an interrupt to report the elapsed time to LVGL. [Learn more](/porting/tick).
5. Call `lv_timer_handler()` every few milliseconds to handle LVGL related tasks. [Learn more](/porting/task-handler).

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@@ -21,7 +21,7 @@ while(1) {
}
```
You should also add the below lines to your input device read function to signal a wake-up (press, touch or click etc.) happened:
You should also add the following lines to your input device read function to signal a wake-up (press, touch or click etc.) has happened:
```c
lv_tick_inc(LV_DISP_DEF_REFR_PERIOD); /*Force task execution on wake-up*/
timer_start(); /*Restart the timer where lv_tick_inc() is called*/

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@@ -12,7 +12,7 @@ You need to call the `lv_tick_inc(tick_period)` function periodically and provid
With FreeRTOS `lv_tick_inc` can be called in `vApplicationTickHook`.
On Linux based operating system (e.g. on Raspberry Pi) `lv_tick_inc` can be called in a thread like below:
On Linux based operating systems (e.g. on Raspberry Pi) `lv_tick_inc` can be called in a thread like below:
```c
void * tick_thread (void *args)
{