fix(template): update porting templates

This commit is contained in:
Gabor Kiss-Vamosi
2023-02-24 11:53:08 +01:00
parent 31a0a324b9
commit b66512183a
4 changed files with 54 additions and 118 deletions

View File

@@ -34,9 +34,7 @@
**********************/
static void disp_init(void);
static void disp_flush(lv_disp_t * disp_drv, const lv_area_t * area, lv_color_t * color_p);
//static void gpu_fill(lv_disp_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
// const lv_area_t * fill_area, lv_color_t color);
static void disp_flush(lv_disp_t * disp, const lv_area_t * area, lv_color_t * color_p);
/**********************
* STATIC VARIABLES
@@ -57,78 +55,31 @@ void lv_port_disp_init(void)
* -----------------------*/
disp_init();
/*-----------------------------
* Create a buffer for drawing
*----------------------------*/
/*------------------------------------
* Create a display and set a flush_cb
* -----------------------------------*/
lv_disp_t * disp = lv_disp_create(MY_DISP_HOR_RES, MY_DISP_VER_RES);
lv_disp_set_flush_cb(disp, disp_flush);
/**
* LVGL requires a buffer where it internally draws the widgets.
* Later this buffer will passed to your display driver's `flush_cb` to copy its content to your display.
* The buffer has to be greater than 1 display row
*
* There are 3 buffering configurations:
* 1. Create ONE buffer:
* LVGL will draw the display's content here and writes it to your display
*
* 2. Create TWO buffer:
* LVGL will draw the display's content to a buffer and writes it your display.
* You should use DMA to write the buffer's content to the display.
* It will enable LVGL to draw the next part of the screen to the other buffer while
* the data is being sent form the first buffer. It makes rendering and flushing parallel.
*
* 3. Double buffering
* Set 2 screens sized buffers and set disp_drv.full_refresh = 1.
* This way LVGL will always provide the whole rendered screen in `flush_cb`
* and you only need to change the frame buffer's address.
*/
/* Example 1
* One buffer for partial rendering*/
static lv_color_t buf_1_1[MY_DISP_HOR_RES * 10]; /*A buffer for 10 rows*/
lv_disp_set_draw_buffers(disp, buf_1_1, NULL, sizeof(buf_1_1), LV_DISP_RENDER_MODE_PARTIAL);
/* Example for 1) */
static lv_disp_draw_buf_t draw_buf_dsc_1;
static lv_color_t buf_1[MY_DISP_HOR_RES * 10]; /*A buffer for 10 rows*/
lv_disp_draw_buf_init(&draw_buf_dsc_1, buf_1, NULL, MY_DISP_HOR_RES * 10); /*Initialize the display buffer*/
/* Example 2
* Two buffers for partial rendering
* In flush_cb DMA or similar hardware should be used to update the display in the background.*/
static lv_color_t buf_2_1[MY_DISP_HOR_RES * 10];
static lv_color_t buf_2_2[MY_DISP_HOR_RES * 10];
lv_disp_set_draw_buffers(disp, buf_2_1, buf_2_2, sizeof(buf_2_1), LV_DISP_RENDER_MODE_PARTIAL);
/* Example for 2) */
static lv_disp_draw_buf_t draw_buf_dsc_2;
static lv_color_t buf_2_1[MY_DISP_HOR_RES * 10]; /*A buffer for 10 rows*/
static lv_color_t buf_2_2[MY_DISP_HOR_RES * 10]; /*An other buffer for 10 rows*/
lv_disp_draw_buf_init(&draw_buf_dsc_2, buf_2_1, buf_2_2, MY_DISP_HOR_RES * 10); /*Initialize the display buffer*/
/* Example 3
* Two buffers screen sized buffer for double buffering.
* Both LV_DISP_RENDER_MODE_DIRECT and LV_DISP_RENDER_MODE_FULL works, see their comments*/
static lv_color_t buf_3_1[MY_DISP_HOR_RES * MY_DISP_VER_RES];
static lv_color_t buf_3_2[MY_DISP_HOR_RES * MY_DISP_VER_RES];
lv_disp_set_draw_buffers(disp, buf_3_1, buf_3_2, sizeof(buf_3_1), LV_DISP_RENDER_MODE_DIRECT);
/* Example for 3) also set disp_drv.full_refresh = 1 below*/
static lv_disp_draw_buf_t draw_buf_dsc_3;
static lv_color_t buf_3_1[MY_DISP_HOR_RES * MY_DISP_VER_RES]; /*A screen sized buffer*/
static lv_color_t buf_3_2[MY_DISP_HOR_RES * MY_DISP_VER_RES]; /*Another screen sized buffer*/
lv_disp_draw_buf_init(&draw_buf_dsc_3, buf_3_1, buf_3_2,
MY_DISP_VER_RES * LV_VER_RES_MAX); /*Initialize the display buffer*/
/*-----------------------------------
* Register the display in LVGL
*----------------------------------*/
static lv_disp_t disp_drv; /*Descriptor of a display driver*/
lv_disp_drv_init(&disp_drv); /*Basic initialization*/
/*Set up the functions to access to your display*/
/*Set the resolution of the display*/
disp_drv.hor_res = MY_DISP_HOR_RES;
disp_drv.ver_res = MY_DISP_VER_RES;
/*Used to copy the buffer's content to the display*/
disp_drv.flush_cb = disp_flush;
/*Set a display buffer*/
disp_drv.draw_buf = &draw_buf_dsc_1;
/*Required for Example 3)*/
//disp_drv.full_refresh = 1;
/* Fill a memory array with a color if you have GPU.
* Note that, in lv_conf.h you can enable GPUs that has built-in support in LVGL.
* But if you have a different GPU you can use with this callback.*/
//disp_drv.gpu_fill_cb = gpu_fill;
/*Finally register the driver*/
lv_disp_drv_register(&disp_drv);
}
/**********************
@@ -181,25 +132,6 @@ static void disp_flush(lv_disp_t * disp_drv, const lv_area_t * area, lv_color_t
lv_disp_flush_ready(disp_drv);
}
/*OPTIONAL: GPU INTERFACE*/
/*If your MCU has hardware accelerator (GPU) then you can use it to fill a memory with a color*/
//static void gpu_fill(lv_disp_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
// const lv_area_t * fill_area, lv_color_t color)
//{
// /*It's an example code which should be done by your GPU*/
// int32_t x, y;
// dest_buf += dest_width * fill_area->y1; /*Go to the first line*/
//
// for(y = fill_area->y1; y <= fill_area->y2; y++) {
// for(x = fill_area->x1; x <= fill_area->x2; x++) {
// dest_buf[x] = color;
// }
// dest_buf+=dest_width; /*Go to the next line*/
// }
//}
#else /*Enable this file at the top*/
/*This dummy typedef exists purely to silence -Wpedantic.*/

View File

@@ -10,7 +10,6 @@
* INCLUDES
*********************/
#include "lv_port_indev_template.h"
#include "../../lvgl.h"
/*********************
* DEFINES
@@ -25,25 +24,25 @@
**********************/
static void touchpad_init(void);
static void touchpad_read(lv_indev_t * indev_drv, lv_indev_data_t * data);
static void touchpad_read(lv_indev_t * indev, lv_indev_data_t * data);
static bool touchpad_is_pressed(void);
static void touchpad_get_xy(lv_coord_t * x, lv_coord_t * y);
static void mouse_init(void);
static void mouse_read(lv_indev_t * indev_drv, lv_indev_data_t * data);
static void mouse_read(lv_indev_t * indev, lv_indev_data_t * data);
static bool mouse_is_pressed(void);
static void mouse_get_xy(lv_coord_t * x, lv_coord_t * y);
static void keypad_init(void);
static void keypad_read(lv_indev_t * indev_drv, lv_indev_data_t * data);
static void keypad_read(lv_indev_t * indev, lv_indev_data_t * data);
static uint32_t keypad_get_key(void);
static void encoder_init(void);
static void encoder_read(lv_indev_t * indev_drv, lv_indev_data_t * data);
static void encoder_read(lv_indev_t * indev, lv_indev_data_t * data);
static void encoder_handler(void);
static void button_init(void);
static void button_read(lv_indev_t * indev_drv, lv_indev_data_t * data);
static void button_read(lv_indev_t * indev, lv_indev_data_t * data);
static int8_t button_get_pressed_id(void);
static bool button_is_pressed(uint8_t id);
@@ -81,7 +80,6 @@ void lv_port_indev_init(void)
* You should shape them according to your hardware
*/
static lv_indev_t indev_drv;
/*------------------
* Touchpad
@@ -91,10 +89,9 @@ void lv_port_indev_init(void)
touchpad_init();
/*Register a touchpad input device*/
lv_indev_drv_init(&indev_drv);
indev_drv.type = LV_INDEV_TYPE_POINTER;
indev_drv.read_cb = touchpad_read;
indev_touchpad = lv_indev_drv_register(&indev_drv);
indev_touchpad = lv_indev_create();
lv_indev_set_type(indev_touchpad, LV_INDEV_TYPE_POINTER);
lv_indev_set_read_cb(indev_touchpad, touchpad_read);
/*------------------
* Mouse
@@ -104,10 +101,9 @@ void lv_port_indev_init(void)
mouse_init();
/*Register a mouse input device*/
lv_indev_drv_init(&indev_drv);
indev_drv.type = LV_INDEV_TYPE_POINTER;
indev_drv.read_cb = mouse_read;
indev_mouse = lv_indev_drv_register(&indev_drv);
indev_mouse = lv_indev_create();
lv_indev_set_type(indev_mouse, LV_INDEV_TYPE_POINTER);
lv_indev_set_read_cb(indev_mouse, mouse_read);
/*Set cursor. For simplicity set a HOME symbol now.*/
lv_obj_t * mouse_cursor = lv_img_create(lv_scr_act());
@@ -122,10 +118,10 @@ void lv_port_indev_init(void)
keypad_init();
/*Register a keypad input device*/
lv_indev_drv_init(&indev_drv);
indev_drv.type = LV_INDEV_TYPE_KEYPAD;
indev_drv.read_cb = keypad_read;
indev_keypad = lv_indev_drv_register(&indev_drv);
indev_keypad = lv_indev_create();
lv_indev_set_type(indev_keypad, LV_INDEV_TYPE_KEYPAD);
lv_indev_set_read_cb(indev_keypad, keypad_read);
/*Later you should create group(s) with `lv_group_t * group = lv_group_create()`,
*add objects to the group with `lv_group_add_obj(group, obj)`
@@ -140,10 +136,9 @@ void lv_port_indev_init(void)
encoder_init();
/*Register a encoder input device*/
lv_indev_drv_init(&indev_drv);
indev_drv.type = LV_INDEV_TYPE_ENCODER;
indev_drv.read_cb = encoder_read;
indev_encoder = lv_indev_drv_register(&indev_drv);
indev_encoder = lv_indev_create();
lv_indev_set_type(indev_encoder, LV_INDEV_TYPE_ENCODER);
lv_indev_set_read_cb(indev_touchpad, encoder_read);
/*Later you should create group(s) with `lv_group_t * group = lv_group_create()`,
*add objects to the group with `lv_group_add_obj(group, obj)`
@@ -158,10 +153,9 @@ void lv_port_indev_init(void)
button_init();
/*Register a button input device*/
lv_indev_drv_init(&indev_drv);
indev_drv.type = LV_INDEV_TYPE_BUTTON;
indev_drv.read_cb = button_read;
indev_button = lv_indev_drv_register(&indev_drv);
indev_touchpad = lv_indev_create();
lv_indev_set_type(indev_touchpad, LV_INDEV_TYPE_BUTTON);
lv_indev_set_read_cb(indev_touchpad, button_read);
/*Assign buttons to points on the screen*/
static const lv_point_t btn_points[2] = {

View File

@@ -17,7 +17,11 @@ extern "C" {
/*********************
* INCLUDES
*********************/
#if defined(LV_LVGL_H_INCLUDE_SIMPLE)
#include "lvgl.h"
#else
#include "lvgl/lvgl.h"
#endif
/*********************
* DEFINES

View File

@@ -52,9 +52,15 @@ typedef enum {
/**
* The buffer(s) has to be screen sized and LVGL will render into the correct location of the buffer.
* This way the buffer always contain the whole image.
* This way the buffer always contain the whole image. Only the changed ares will be updated.
* With 2 buffers the buffers' content are kept in sync automatically and in flush_cb only address change is required.
*/
LV_DISP_RENDER_MODE_DIRECT,
/**
* Always redraw the whole screen even if only one pixel has been changed.
* With 2 buffers in flush_cb only and address change is required.
*/
LV_DISP_RENDER_MODE_FULL,
} lv_disp_render_mode_t;