docs: reorganize and add Integartion and drivers section
This commit is contained in:
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docs/integration/bindings/cpp.rst
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===
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Cpp
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===
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In progress: https://github.com/lvgl/lv_binding_cpp
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12
docs/integration/bindings/index.rst
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docs/integration/bindings/index.rst
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========
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Bindings
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========
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.. toctree::
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:maxdepth: 2
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micropython
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cpp
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pikascript
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javascript
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133
docs/integration/bindings/javascript.rst
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docs/integration/bindings/javascript.rst
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==========
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JavaScript
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==========
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With `lv_binding_js <https://github.com/lvgl/lv_binding_js>`__ you can
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write lvgl with JavaScript.
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It uses React's virtual DOM concept to manipulate lvgl UI components,
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providing a familiar React-like experience to users.
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**Code**
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**Code Running on Real Device**
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Table of Contents
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-----------------
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- `Features <#features>`__
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- `Demo <#demo>`__
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- `Building <#building>`__
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- `Components <#components>`__
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- `Font <#font>`__
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- `Animation <#animation>`__
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- `Style <#style>`__
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- `JSAPI <#jsapi>`__
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- `Thanks <#thanks>`__
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Features
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--------
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- Support all lvgl built-in components
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- Fully support lvgl flex and grid style
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- support most lvgl style, just write like html5 css
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- support dynamic load image
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- Fully support lvgl animation
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Demo
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----
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See the
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`demo <https://github.com/lvgl/lv_binding_js/tree/master/demo>`__ folder
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Building
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--------
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The following are developer notes on how to build lvgljs on your native
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platform. They are not complete guides, but include notes on the
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necessary libraries, compile flags, etc.
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lvgljs
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~~~~~~
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- `ubuntu build Notes for sdl
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simulator <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/build-ubuntu-arm.md>`__
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- `macos x86 build Notes for sdl
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simulator <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/build-macos-x86-simulator.md>`__
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- `ubuntu build Notes for platform
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arm <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/build-ubuntu-x86-simulator.md>`__
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JS Bundle
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~~~~~~~~~
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- `JS Bundle build
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Notes <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/js-bundle.md>`__
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Components
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----------
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- `View <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/View.md>`__
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- `Image <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Image.md>`__
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- `Button <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Button.md>`__
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- `Text <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Text.md>`__
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- `Input <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Input.md>`__
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- `Textarea <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Textarea.md>`__
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- `Switch <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Switch.md>`__
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- `Checkbox <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Checkbox.md>`__
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- `Dropdownlist <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Dropdownlist.md>`__
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- `ProgressBar <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/ProgressBar.md>`__
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- `Line <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Line.md>`__
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- `Roller <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Roller.md>`__
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- `Keyboard <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Keyboard.md>`__
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- `Calendar <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Calendar.md>`__
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- `Chart <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Chart.md>`__
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Font
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----
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`Builtin-Symbol <https://github.com/lvgl/lv_binding_js/blob/master/doc/Symbol/symbol.md>`__
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Animation
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---------
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`Animation <https://github.com/lvgl/lv_binding_js/blob/master/doc/animate/animate.md>`__
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Style
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-----
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.. include::https://github.com/lvgl/lv_binding_js/blob/master/doc/style/position-size-layout.md
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- `position-size-layout <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/position-size-layout.md>`__
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- `boxing-model <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/boxing-model.md>`__
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- `color <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/color.md>`__
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- `flex <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/flex.md>`__
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- `grid <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/grid.md>`__
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- `font <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/font.md>`__
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- `opacity <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/opacity.md>`__
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- `display <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/display.md>`__
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- `background <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/background.md>`__
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- `scroll <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/scroll.md>`__
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- `shadow <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/shadow.md>`__
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- `recolor <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/recolor.md>`__
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- `line <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/line.md>`__
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- `transition <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/transition.md>`__
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- `transform <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/transform.md>`__
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JSAPI
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-----
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- `network <https://github.com/lvgl/lv_binding_js/blob/master/doc/jsapi/network.md>`__
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- `filesystem <https://github.com/lvgl/lv_binding_js/blob/master/doc/jsapi/fs.md>`__
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- `dimension <https://github.com/lvgl/lv_binding_js/blob/master/doc/jsapi/dimension.md>`__
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Thanks
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------
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lvgljs depends on following excellent work
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`lvgl <https://github.com/lvgl/lvgl>`__: Create beautiful UIs for any
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MCU, MPU and display type `QuickJS <https://bellard.org/quickjs/>`__:
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JavaScript engine `libuv <https://github.com/libuv/libuv>`__: platform
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abstraction layer `curl <https://github.com/curl/curl>`__: HTTP client
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`txiki.js <https://github.com/saghul/txiki.js>`__: Tiny JavaScript
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runtime
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314
docs/integration/bindings/micropython.rst
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docs/integration/bindings/micropython.rst
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.. _micropython:
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===========
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Micropython
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===========
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What is Micropython?
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--------------------
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`Micropython <http://micropython.org/>`__ is Python for
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microcontrollers. Using Micropython, you can write Python3 code and run
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it even on a bare metal architecture with limited resources.
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Highlights of Micropython
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~~~~~~~~~~~~~~~~~~~~~~~~~
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- **Compact**: Fits and runs within just 256k of code space and 16k of RAM. No OS is needed, although you
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can also run it with an OS, if you want.
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- **Compatible**: Strives to be as compatible as possible with normal Python (known as CPython).
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- **Versatile**: Supports many architectures (x86, x86-64, ARM, ARM Thumb, Xtensa).
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- **Interactive**: No need for the compile-flash-boot cycle. With the REPL (interactive prompt) you can type
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commands and execute them immediately, run scripts, etc.
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- **Popular**: Many platforms are supported. The user base is growing bigger. Notable forks:
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- `MicroPython <https://github.com/micropython/micropython>`__
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- `CircuitPython <https://github.com/adafruit/circuitpython>`__
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- `MicroPython_ESP32_psRAM_LoBo <https://github.com/loboris/MicroPython_ESP32_psRAM_LoBo>`__
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- **Embedded Oriented**: Comes with modules specifically for embedded systems, such as the
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`machine module <https://docs.micropython.org/en/latest/library/machine.html#classes>`__
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for accessing low-level hardware (I/O pins, ADC, UART, SPI, I2C, RTC, Timers etc.)
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--------------
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Why Micropython + LVGL?
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-----------------------
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Micropython `does not have a good native high-level GUI library <https://forum.micropython.org/viewtopic.php?f=18&t=5543>`__.
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LVGL is an `Object-Oriented Component Based <https://blog.lvgl.io/2018-12-13/extend-lvgl-objects>`__
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high-level GUI library, which seems to be a natural candidate to map into a higher level language, such as Python.
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LVGL is implemented in C and its APIs are in C.
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Here are some advantages of using LVGL in Micropython:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- Develop GUI in Python, a very popular high level language. Use paradigms such as Object-Oriented Programming.
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- Usually, GUI development requires multiple iterations to get things right. With C, each iteration consists of
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**``Change code`` > ``Build`` > ``Flash`` > ``Run``**. In Micropython it's just
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**``Change code`` > ``Run``** ! You can even run commands interactively using the
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`REPL <https://en.wikipedia.org/wiki/Read%E2%80%93eval%E2%80%93print_loop>`__ (the interactive prompt)
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Micropython + LVGL could be used for:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- Fast prototyping GUI.
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- Shortening the cycle of changing and fine-tuning the GUI.
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- Modelling the GUI in a more abstract way by defining reusable composite objects, taking advantage of Python's language features
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such as Inheritance, Closures, List Comprehension, Generators, Exception Handling, Arbitrary Precision Integers and others.
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- Make LVGL accessible to a larger audience. No need to know C to create a nice GUI on an embedded system. This goes well with
|
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`CircuitPython vision <https://learn.adafruit.com/welcome-to-circuitpython/what-is-circuitpython>`__.
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CircuitPython was designed with education in mind, to make it easier for new or inexperienced users to get started with
|
||||
embedded development.
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- Creating tools to work with LVGL at a higher level (e.g. drag-and-drop designer).
|
||||
|
||||
--------------
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||||
|
||||
|
||||
So what does it look like?
|
||||
--------------------------
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||||
|
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It's very much like the C API, but Object-Oriented for LVGL components.
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|
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Let's dive right into an example!
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|
||||
A simple example
|
||||
~~~~~~~~~~~~~~~~
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.. code:: python
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import lvgl as lv
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lv.init()
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scr = lv.obj()
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btn = lv.btn(scr)
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btn.align(lv.ALIGN.CENTER, 0, 0)
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label = lv.label(btn)
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label.set_text('Hello World!')
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lv.screen_load(scr)
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|
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How can I use it?
|
||||
-----------------
|
||||
|
||||
Online Simulator
|
||||
~~~~~~~~~~~~~~~~
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||||
|
||||
If you want to experiment with LVGL + Micropython without downloading
|
||||
anything - you can use our online simulator! It's a fully functional
|
||||
LVGL + Micropython that runs entirely in the browser and allows you to
|
||||
edit a python script and run it.
|
||||
|
||||
`Click here to experiment on the online simulator <https://sim.lvgl.io/>`__
|
||||
|
||||
Many `LVGL examples <https://docs.lvgl.io/master/examples.html>`__ are available also for Micropython. Just click the link!
|
||||
|
||||
|
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PC Simulator
|
||||
~~~~~~~~~~~~
|
||||
|
||||
Micropython is ported to many platforms. One notable port is "unix", which allows you to build and run Micropython
|
||||
(+LVGL) on a Linux machine. (On a Windows machine you might need Virtual Box or WSL or MinGW or Cygwin etc.)
|
||||
|
||||
`Click here to know more information about building and running the unix port <https://github.com/lvgl/lv_micropython>`__
|
||||
|
||||
|
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Embedded Platforms
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
In the end, the goal is to run it all on an embedded platform. Both Micropython and LVGL can be used on many embedded
|
||||
architectures. `lv_micropython <https://github.com/lvgl/lv_micropython>`__ is a fork of Micropython+LVGL and currently
|
||||
supports Linux, ESP32, STM32 and RP2. It can be ported to any other platform supported by Micropython.
|
||||
|
||||
- You would also need display and input drivers. You can either use one of the existing drivers provided with lv_micropython,
|
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or you can create your own input/display drivers for your specific hardware.
|
||||
- Drivers can be implemented either in C as a Micropython module, or in pure Python!
|
||||
|
||||
lv_micropython already contains these drivers:
|
||||
|
||||
- Display drivers:
|
||||
|
||||
- SDL on Linux
|
||||
- ESP32 specific:
|
||||
|
||||
- ILI9341
|
||||
- ILI9488
|
||||
- GC9A01
|
||||
- ST7789
|
||||
- ST7735
|
||||
|
||||
- Generic (pure Python):
|
||||
|
||||
- ILI9341
|
||||
- ST7789
|
||||
- ST7735
|
||||
|
||||
- Input drivers:
|
||||
|
||||
- SDL
|
||||
- XPT2046
|
||||
- FT6X36
|
||||
- ESP32 ADC with resistive touch
|
||||
|
||||
|
||||
Where can I find more information?
|
||||
----------------------------------
|
||||
|
||||
- ``lv_micropython`` `README <https://github.com/lvgl/lv_micropython>`__
|
||||
- ``lv_binding_micropython`` `README <https://github.com/lvgl/lv_binding_micropython>`__
|
||||
- The `LVGL micropython forum <https://forum.lvgl.io/c/micropython>`__ (Feel free to ask anything!)
|
||||
- At Micropython: `docs <http://docs.micropython.org/en/latest/>`__ and `forum <https://forum.micropython.org/>`__
|
||||
- `Blog Post <https://blog.lvgl.io/2019-02-20/micropython-bindings>`__, a little outdated.
|
||||
|
||||
|
||||
The Micropython Binding is auto generated!
|
||||
------------------------------------------
|
||||
|
||||
- LVGL is a git submodule inside `lv_micropython <https://github.com/lvgl/lv_micropython>`__
|
||||
(LVGL is a git submodule of `lv_binding_micropython <https://github.com/lvgl/lv_binding_micropython>`__
|
||||
which is itself a submodule of `lv_micropython <https://github.com/lvgl/lv_micropython>`__).
|
||||
- When building lv_micropython, the public LVGL C API is scanned and Micropython API is auto-generated. That means that
|
||||
lv_micropython provides LVGL API for **any** LVGL version, and generally does not require code changes as LVGL evolves.
|
||||
|
||||
|
||||
LVGL C API Coding Conventions
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
To support the auto-generation of the Python API, the LVGL C API must
|
||||
follow some coding conventions:
|
||||
|
||||
- Use ``enum``\ s instead of macros. If inevitable to use ``define``\ s
|
||||
export them with :cpp:expr:`LV_EXPORT_CONST_INT(defined_value)` right after the ``define``.
|
||||
- In function arguments use ``type name[]`` declaration for array parameters instead of :cpp:expr:`type * name`
|
||||
- Use typed pointers instead of :cpp:expr:`void *` pointers
|
||||
- Widget constructor must follow the ``lv_<widget_name>_create(lv_obj_t * parent)`` pattern.
|
||||
- Widget members function must start with ``lv_<module_name>`` and should receive :cpp:expr:`lv_obj_t *` as first
|
||||
argument which is a pointer to widget object itself.
|
||||
- ``struct`` APIs should follow the widgets' conventions. That is to receive a pointer to the ``struct`` as the
|
||||
first argument, and the prefix of the ``struct`` name should be used as the prefix of the
|
||||
function name too (e.g. :cpp:expr:`lv_disp_set_default(lv_disp_t * disp)`)
|
||||
- Functions and ``struct``\ s which are not part of the public API must begin with underscore in order to mark them as "private".
|
||||
- Argument must be named in H files too.
|
||||
- Do not ``malloc`` into a static or global variables. Instead declare the variable in ``lv_global_t``
|
||||
structure in ``lv_global.h`` and mark the variable with :cpp:expr:`(LV_GLOBAL_DEFAULT()->variable)` when it's used. **See** :ref:`memory_management`
|
||||
- To register and use callbacks one of the following needs to be followed. **See** :ref:`callbacks`
|
||||
|
||||
- Pass a pointer to a ``struct`` as the first argument of both the registration function and the callback. That
|
||||
``struct`` must contain ``void * user_data`` field.
|
||||
- The last argument of the registration function must be ``void * user_data`` and the same ``user_data``
|
||||
needs to be passed as the last argument of the callback.
|
||||
|
||||
Most of these rules are simple and straightforward but there are two related concepts that worth a deeper look:
|
||||
:ref:`memory_management` and :ref:`callbacks`.
|
||||
|
||||
.. _memory_management:
|
||||
|
||||
Memory Management
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
| When LVGL runs in Micropython, all dynamic memory allocations (:cpp:func:`lv_malloc`) are handled by Micropython's memory
|
||||
manager which is `garbage-collected <https://en.wikipedia.org/wiki/Garbage_collection_(computer_science)>`__ (GC).
|
||||
| To prevent GC from collecting memory prematurely, all dynamic allocated RAM must be reachable by GC.
|
||||
| GC is aware of most allocations, except from pointers on the `Data Segment <https://en.wikipedia.org/wiki/Data_segment>`__:
|
||||
|
||||
- Pointers which are global variables
|
||||
- Pointers which are static global variables
|
||||
- Pointers which are static local variables
|
||||
|
||||
Such pointers need to be defined in a special way to make them reachable by GC
|
||||
|
||||
|
||||
Identify The Problem
|
||||
^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Problem happens when an allocated memory's pointer (return value of :cpp:func:`lv_malloc`) is stored only in either **global**,
|
||||
**static global** or **static local** pointer variable and not as part of a previously allocated ``struct`` or other variable.
|
||||
|
||||
|
||||
Solve The Problem
|
||||
^^^^^^^^^^^^^^^^^
|
||||
|
||||
- Replace the global/static local var with :cpp:expr:`(LV_GLOBAL_DEFAULT()->_var)`
|
||||
- Include ``lv_global.h`` on files that use ``LV_GLOBAL_DEFAULT``
|
||||
- Add ``_var`` to ``lv_global_t`` on ``lv_global.h``
|
||||
|
||||
Example
|
||||
^^^^^^^
|
||||
|
||||
|
||||
More Information
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
- `In the README <https://github.com/lvgl/lv_binding_micropython#memory-management>`__
|
||||
- `In the Blog <https://blog.lvgl.io/2019-02-20/micropython-bindings#i-need-to-allocate-a-littlevgl-struct-such-as-style-color-etc-how-can-i-do-that-how-do-i-allocatedeallocate-memory-for-it>`__
|
||||
|
||||
.. _callbacks:
|
||||
|
||||
Callbacks
|
||||
~~~~~~~~~
|
||||
|
||||
In C a callback is just a function pointer. But in Micropython we need to register a *Micropython callable object* for each
|
||||
callback. Therefore in the Micropython binding we need to register both a function pointer and a Micropython object for every callback.
|
||||
|
||||
Therefore we defined a **callback convention** for the LVGL C API that expects lvgl headers to be defined in a certain
|
||||
way. Callbacks that are declared according to the convention would allow the binding to register a Micropython object
|
||||
next to the function pointer when registering a callback, and access that object when the callback is called.
|
||||
|
||||
- The basic idea is that we have ``void * user_data`` field that is used automatically by the Micropython Binding
|
||||
to save the *Micropython callable object* for a callback. This field must be provided when registering the function
|
||||
pointer, and provided to the callback function itself.
|
||||
- Although called "user_data", the user is not expected to read/write that field. Instead, the Micropython glue code uses
|
||||
``user_data`` to automatically keep track of the Micropython callable object. The glue code updates it when the callback
|
||||
is registered, and uses it when the callback is called in order to invoke a call to the original callable object.
|
||||
|
||||
There are a few options for defining a callback in LVGL C API:
|
||||
|
||||
- Option 1: ``user_data`` in a struct
|
||||
|
||||
- There's a struct that contains a field called ``void * user_data``
|
||||
|
||||
- A pointer to that struct is provided as the **first** argument of a callback registration function
|
||||
- A pointer to that struct is provided as the **first** argument of the callback itself
|
||||
|
||||
- Option 2: ``user_data`` as a function argument
|
||||
|
||||
- A parameter called ``void * user_data`` is provided to the registration function as the **last** argument
|
||||
|
||||
- The callback itself receives ``void *`` as the **last** argument
|
||||
|
||||
- Option 3: both callback and ``user_data`` are struct fields
|
||||
|
||||
- The API exposes a struct with both function pointer member and ``user_data`` member
|
||||
|
||||
- The function pointer member receives the same struct as its **first** argument
|
||||
|
||||
In practice it's also possible to mix these options, for example provide a struct pointer when registering a callback
|
||||
(option 1) and provide ``user_data`` argument when calling the callback (options 2),
|
||||
**as long as the same ``user_data`` that was registered is passed to the callback when it's called**.
|
||||
|
||||
Examples
|
||||
^^^^^^^^
|
||||
|
||||
- :cpp:type:`lv_anim_t` contains ``user_data`` field. :cpp:func:`lv_anim_set_path_cb`
|
||||
registers `path_cb` callback. Both ``lv_anim_set_path_cb`` and :cpp:type:`lv_anim_path_cb_t`
|
||||
receive :cpp:type:`lv_anim_t` as their first argument
|
||||
- ``path_cb`` field can also be assigned directly in the Python code because it's a member
|
||||
of :cpp:type:`lv_anim_t` which contains ``user_data`` field, and :cpp:type:`lv_anim_path_cb_t`
|
||||
receive :cpp:type:`lv_anim_t` as its first argument.
|
||||
- :cpp:func:`lv_imgfont_create` registers ``path_cb`` and receives ``user_data`` as the last
|
||||
argument. The callback :cpp:type:`lv_imgfont_get_path_cb_t` also receives the ``user_data`` as the last argument.
|
||||
|
||||
.. _more-information-1:
|
||||
|
||||
More Information
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
- In the `Blog <https://blog.lvgl.io/2019-08-05/micropython-pure-display-driver#using-callbacks>`__
|
||||
and in the `README <https://github.com/lvgl/lv_binding_micropython#callbacks>`__
|
||||
- `[v6.0] Callback conventions #1036 <https://github.com/lvgl/lvgl/issues/1036>`__
|
||||
- Various discussions: `here <https://github.com/lvgl/lvgl/pull/3294#issuecomment-1184895335>`__
|
||||
and `here <https://github.com/lvgl/lvgl/issues/1763#issuecomment-762247629>`__
|
||||
and`here <https://github.com/lvgl/lvgl/issues/316#issuecomment-467221587>`__
|
||||
203
docs/integration/bindings/pikascript.rst
Normal file
203
docs/integration/bindings/pikascript.rst
Normal file
@@ -0,0 +1,203 @@
|
||||
PikaScript
|
||||
==========
|
||||
|
||||
What is PikaScript ?
|
||||
--------------------
|
||||
|
||||
`PikaScript <https://github.com/pikasTech/pikascript>`__ is a Python
|
||||
interpreter designed specifically for microcontrollers, and it supports
|
||||
a subset of the common Python3 syntax.
|
||||
|
||||
It's lighter, requiring only 32k of code space and 4k of RAM, which
|
||||
means it can run on stm32f103c8 (blue-pill) or even stm32g030c8, on the
|
||||
other hand, you can leave valuable space for more material or larger
|
||||
buffer areas.
|
||||
|
||||
It is simpler, out of the box, runs with no porting and configuration at
|
||||
all, does not depend on OS or file system, has good support for popular
|
||||
IDEs for Windows platforms like Keil, IAR, RT-Thread-Studio, and of
|
||||
course, supports linux-gcc development platforms.
|
||||
|
||||
It's smarter, with a unique C module mechanism that allows you to
|
||||
generate bindings automatically by simply writing the API for the C
|
||||
module in Python, and you don't need to deal with the headache of
|
||||
writing any macros or global tables manually. On the other hand, all C
|
||||
modules have sophisticated smart hints, even hinting at the types of
|
||||
your arguments .
|
||||
|
||||
--------------
|
||||
|
||||
|
||||
Why PikaScript + LVGL ?
|
||||
-----------------------
|
||||
|
||||
PikaScript now supports the main features of LVGL8, and these APIs are
|
||||
fully compatible with Micropython!
|
||||
|
||||
This means that you can continue to use already written code from
|
||||
Micropython, and then use less code space and RAM.
|
||||
|
||||
Enjoy detailed code hints down to the parameter type for a better
|
||||
programming experience
|
||||
|
||||
Use a more convenient IDE, such as vs-based simulation projects
|
||||
|
||||
|
||||
So how does it look like?
|
||||
-------------------------
|
||||
|
||||
Here are some examples of lvgl that PikaScript can already run, they are
|
||||
mainly from the lvgl documentation examples
|
||||
|
||||
|
||||
LV_ARC
|
||||
~~~~~~
|
||||
|
||||
.. code:: python
|
||||
|
||||
import pika_lvgl as lv
|
||||
import PikaStdLib
|
||||
mem = PikaStdLib.MemChecker()
|
||||
# Create an Arc
|
||||
arc = lv.arc(lv.screen_active())
|
||||
arc.set_end_angle(200)
|
||||
arc.set_size(150, 150)
|
||||
arc.center()
|
||||
print('mem used max: %0.2f kB' % (mem.getMax()))
|
||||
print('mem used now: %0.2f kB' % (mem.getNow()))
|
||||
|
||||
|
||||
LV_BAR
|
||||
~~~~~~
|
||||
|
||||
.. code:: python
|
||||
|
||||
import pika_lvgl as lv
|
||||
import PikaStdLib
|
||||
mem = PikaStdLib.MemChecker()
|
||||
bar1 = lv.bar(lv.screen_active())
|
||||
bar1.set_size(200, 20)
|
||||
bar1.center()
|
||||
bar1.set_value(70, lv.ANIM.OFF)
|
||||
print('mem used max: %0.2f kB' % (mem.getMax()))
|
||||
print('mem used now: %0.2f kB' % (mem.getNow()))
|
||||
|
||||
|
||||
LV_BTN
|
||||
~~~~~~
|
||||
|
||||
.. code:: python
|
||||
|
||||
import pika_lvgl as lv
|
||||
import PikaStdLib
|
||||
mem = PikaStdLib.MemChecker()
|
||||
def event_cb_1(evt):
|
||||
print('in evt1')
|
||||
print('mem used now: %0.2f kB' % (mem.getNow()))
|
||||
def event_cb_2(evt):
|
||||
print('in evt2')
|
||||
print('mem used now: %0.2f kB' % (mem.getNow()))
|
||||
btn1 = lv.btn(lv.screen_active())
|
||||
btn1.align(lv.ALIGN.TOP_MID, 0, 10)
|
||||
btn2 = lv.btn(lv.screen_active())
|
||||
btn2.align(lv.ALIGN.TOP_MID, 0, 50)
|
||||
btn1.add_event(event_cb_1, lv.EVENT.CLICKED, 0)
|
||||
btn2.add_event(event_cb_2, lv.EVENT.CLICKED, 0)
|
||||
print('mem used max: %0.2f kB' % (mem.getMax()))
|
||||
print('mem used now: %0.2f kB' % (mem.getNow()))
|
||||
|
||||
|
||||
LV_CHECKBOX
|
||||
~~~~~~~~~~~
|
||||
|
||||
.. code:: python
|
||||
|
||||
import pika_lvgl as lv
|
||||
import PikaStdLib
|
||||
mem = PikaStdLib.MemChecker()
|
||||
cb = lv.checkbox(lv.screen_active())
|
||||
cb.set_text("Apple")
|
||||
cb.align(lv.ALIGN.TOP_LEFT, 0 ,0)
|
||||
cb = lv.checkbox(lv.screen_active())
|
||||
cb.set_text("Banana")
|
||||
cb.add_state(lv.STATE.CHECKED)
|
||||
cb.align(lv.ALIGN.TOP_LEFT, 0 ,30)
|
||||
cb = lv.checkbox(lv.screen_active())
|
||||
cb.set_text("Lemon")
|
||||
cb.add_state(lv.STATE.DISABLED)
|
||||
cb.align(lv.ALIGN.TOP_LEFT, 0 ,60)
|
||||
cb = lv.checkbox(lv.screen_active())
|
||||
cb.add_state(lv.STATE.CHECKED | lv.STATE.DISABLED)
|
||||
cb.set_text("Melon")
|
||||
cb.align(lv.ALIGN.TOP_LEFT, 0 ,90)
|
||||
print('mem used max: %0.2f kB' % (mem.getMax()))
|
||||
print('mem used now: %0.2f kB' % (mem.getNow()))
|
||||
|
||||
--------------
|
||||
|
||||
|
||||
How does it work?
|
||||
-----------------
|
||||
|
||||
PikaScript has a unique C module smart binding tool
|
||||
|
||||
Just write the Python interface in pika_lvgl.pyi (.pyi is the python
|
||||
interface file)
|
||||
|
||||
.. code:: python
|
||||
|
||||
# pika_lvgl.pyi
|
||||
class arc(lv_obj):
|
||||
def set_end_angle(self, angle: int): ...
|
||||
def set_bg_angles(self, start: int, end: int): ...
|
||||
def set_angles(self, start: int, end: int): ...
|
||||
|
||||
Then PikaScript's pre-compiler can automatically bind the following C
|
||||
functions, simply by naming the functions in the module_class_method
|
||||
format, without any additional work, and all binding and registration is
|
||||
done automatically.
|
||||
|
||||
.. code:: c
|
||||
|
||||
/* pika_lvgl_arc.c */
|
||||
void pika_lvgl_arc_set_end_angle(PikaObj* self, int angle) {
|
||||
lv_obj_t* lv_obj = obj_getPtr(self, "lv_obj");
|
||||
lv_arc_set_end_angle(lv_obj, angle);
|
||||
}
|
||||
void pika_lvgl_arc_set_bg_angles(PikaObj *self, int start, int end){
|
||||
lv_obj_t* lv_obj = obj_getPtr(self, "lv_obj");
|
||||
lv_arc_set_bg_angles(lv_obj, start, end);
|
||||
}
|
||||
void pika_lvgl_arc_set_angles(PikaObj *self, int start, int end){
|
||||
lv_obj_t* lv_obj = obj_getPtr(self, "lv_obj");
|
||||
lv_arc_set_angles(lv_obj, start, end);
|
||||
}
|
||||
|
||||
To use the module, just ``import pika_lvgl`` and the precompiler will
|
||||
automatically scan main.py and bind the ``pika_lvgl`` module
|
||||
|
||||
::
|
||||
|
||||
$ ./rust-msc-latest-win10.exe
|
||||
(pikascript) packages installed:
|
||||
pikascript-core==v1.10.0
|
||||
PikaStdLib==v1.10.0
|
||||
PikaStdDevice==v1.10.0
|
||||
(pikascript) pika compiler:
|
||||
scanning main.py...
|
||||
binding pika_lvgl.pyi...
|
||||
|
||||
The precompiler is written in Rust, runs on windows and linux, and is
|
||||
completely open source.
|
||||
|
||||
In addition to binding C modules, the precompiler compiles Python
|
||||
scripts to bytecode in the PC, reducing the size of the script and
|
||||
increasing its speed.
|
||||
|
||||
--------------
|
||||
|
||||
How can I use it?
|
||||
-----------------
|
||||
|
||||
The simulation repo on vs is available on
|
||||
https://github.com/pikasTech/lv_pikascript
|
||||
Reference in New Issue
Block a user