docs update drawing and porting (display, indev)
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@@ -25,11 +25,8 @@
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static void disp_init(void);
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static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p);
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#if LV_USE_GPU
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static void gpu_blend(lv_disp_drv_t * disp_drv, lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa);
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static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
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const lv_area_t * fill_area, lv_color_t color);
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#endif
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//static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
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// const lv_area_t * fill_area, lv_color_t color);
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/**********************
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* STATIC VARIABLES
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@@ -56,23 +53,23 @@ void lv_port_disp_init(void)
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/**
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* LVGL requires a buffer where it internally draws the widgets.
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* Later this buffer will passed your display drivers `flush_cb` to copy its content to your display.
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* Later this buffer will passed to your display driver's `flush_cb` to copy its content to your display.
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* The buffer has to be greater than 1 display row
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*
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* There are three buffering configurations:
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* 1. Create ONE buffer with some rows:
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* There are 3 buffering configurations:
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* 1. Create ONE buffer:
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* LVGL will draw the display's content here and writes it to your display
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*
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* 2. Create TWO buffer with some rows:
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* 2. Create TWO buffer:
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* LVGL will draw the display's content to a buffer and writes it your display.
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* You should use DMA to write the buffer's content to the display.
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* It will enable LVGL to draw the next part of the screen to the other buffer while
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* the data is being sent form the first buffer. It makes rendering and flushing parallel.
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*
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* 3. Create TWO screen-sized buffer:
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* Similar to 2) but the buffer have to be screen sized. When LVGL is ready it will give the
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* whole frame to display. This way you only need to change the frame buffer's address instead of
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* copying the pixels.
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* 3. Double buffering
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* Set 2 screens sized buffers and set disp_drv.full_refresh = 1.
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* This way LVGL will always provide the whole rendered screen in `flush_cb`
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* and you only need to change the frame buffer's address.
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*/
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/* Example for 1) */
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@@ -86,7 +83,7 @@ void lv_port_disp_init(void)
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static lv_color_t buf_2_1[MY_DISP_HOR_RES * 10]; /*An other buffer for 10 rows*/
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lv_disp_draw_buf_init(&draw_buf_dsc_2, buf_2_1, buf_2_1, MY_DISP_HOR_RES * 10); /*Initialize the display buffer*/
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/* Example for 3) */
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/* Example for 3) also set disp_drv.full_refresh = 1 below*/
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static lv_disp_draw_buf_t draw_buf_dsc_3;
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static lv_color_t buf_3_1[MY_DISP_HOR_RES * MY_DISP_VER_RES]; /*A screen sized buffer*/
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static lv_color_t buf_3_1[MY_DISP_HOR_RES * MY_DISP_VER_RES]; /*An other screen sized buffer*/
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@@ -111,10 +108,13 @@ void lv_port_disp_init(void)
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/*Set a display buffer*/
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disp_drv.draw_buf = &draw_buf_dsc_1;
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#if LV_USE_GPU
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/*Fill a memory array with a color*/
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disp_drv.gpu_fill_cb = gpu_fill;
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#endif
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/*Required for Example 3)*/
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//disp_drv.full_refresh = 1
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/* Fill a memory array with a color if you have GPU.
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* Note that, in lv_conf.h you can enable GPUs that has built-in support in LVGL.
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* But if you have a different GPU you can use with this callback.*/
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//disp_drv.gpu_fill_cb = gpu_fill;
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/*Finally register the driver*/
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lv_disp_drv_register(&disp_drv);
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@@ -153,25 +153,23 @@ static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_colo
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}
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/*OPTIONAL: GPU INTERFACE*/
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#if LV_USE_GPU
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/*If your MCU has hardware accelerator (GPU) then you can use it to fill a memory with a color*/
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static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
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const lv_area_t * fill_area, lv_color_t color)
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{
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/*It's an example code which should be done by your GPU*/
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int32_t x, y;
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dest_buf += dest_width * fill_area->y1; /*Go to the first line*/
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//static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
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// const lv_area_t * fill_area, lv_color_t color)
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//{
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// /*It's an example code which should be done by your GPU*/
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// int32_t x, y;
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// dest_buf += dest_width * fill_area->y1; /*Go to the first line*/
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//
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// for(y = fill_area->y1; y <= fill_area->y2; y++) {
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// for(x = fill_area->x1; x <= fill_area->x2; x++) {
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// dest_buf[x] = color;
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// }
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// dest_buf+=dest_width; /*Go to the next line*/
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// }
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//}
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for(y = fill_area->y1; y <= fill_area->y2; y++) {
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for(x = fill_area->x1; x <= fill_area->x2; x++) {
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dest_buf[x] = color;
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}
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dest_buf+=dest_width; /*Go to the next line*/
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}
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}
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#endif /*LV_USE_GPU*/
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#else /*Enable this file at the top*/
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