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lvgl/docs/intro/add-lvgl-to-your-project/connecting_lvgl.rst
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.. _connecting_lvgl:
================================
Connecting LVGL to Your Hardware
================================
.. _initializing_lvgl:
Initializing LVGL
*****************
After you have:
- :ref:`acquired LVGL <getting_lvgl>`,
- added the appropriate LVGL files to your project, and
- :ref:`created a lv_conf.h file <lv_conf>` for your project,
you will need to complete a few more steps to get your project up and running with LVGL.
1. Initialize LVGL once early during system execution by calling :cpp:func:`lv_init`.
This needs to be done before making any other LVGL calls.
2. Initialize your drivers.
3. Connect the :ref:`tick_interface`.
4. Connect the :ref:`display_interface`.
5. Connect the :ref:`indev_interface`.
6. Drive LVGL time-related tasks by calling :cpp:func:`lv_timer_handler` every few
milliseconds to manage LVGL timers. See :ref:`timer_handler` for different ways
to do this.
7. Optionally set a theme with :cpp:func:`lv_display_set_theme`.
8. Thereafter #include "lvgl/lvgl.h" in source files wherever you need to use LVGL
functions.
.. _tick_interface:
Tick Interface
**************
LVGL needs awareness of what time it is (i.e. elapsed time in milliseconds) for
all of its tasks for which time is a factor: refreshing displays, reading user
input, firing events, animations, etc.
.. image:: /misc/intro_data_flow.png
:scale: 75 %
:alt: LVGL Data Flow
:align: center
There are two ways to provide this information to LVGL:
1. Supply LVGL with a callback function to retrieve elapsed system milliseconds by
calling :cpp:expr:`lv_tick_set_cb(my_get_milliseconds)`.
:cpp:expr:`my_get_milliseconds()` needs to return the number of milliseconds
elapsed since system start up. Many platforms have built-in functions that can
be used as they are. For example:
- SDL: ``lv_tick_set_cb(SDL_GetTicks);``
- Arduino: ``lv_tick_set_cb(my_tick_get_cb);``, where ``my_tick_get_cb`` is:
``static uint32_t my_tick_get_cb(void) { return millis(); }``
- FreeRTOS: ``lv_tick_set_cb(xTaskGetTickCount);``
- STM32: ``lv_tick_set_cb(HAL_GetTick);``
- ESP32: ``lv_tick_set_cb(my_tick_get_cb);``, where ``my_tick_get_cb`` is a
wrapper for ``esp_timer_get_time() / 1000;``
2. Call :cpp:expr:`lv_tick_inc(x)` periodically, where ``x`` is the elapsed
milliseconds since the last call. If :cpp:func:`lv_tick_inc` is called from an
ISR, it should be from either a high priority interrupt or an interrupt that
cannot be missed when the system is under high load.
.. note:: :cpp:func:`lv_tick_inc` is only one of two LVGL functions that may be
called from an interrupt if writing to a ``uint32_t`` value is atomic on your
platform. See below and the :ref:`threading` section to learn more.
Either way, the writing of the ``uint32_t`` Tick value must be :ref:`atomic <atomic>`,
which is usually the case with a 32- or 64-bit platform. If you are using a 16-bit
system (causing the update of the Tick value to not be atomic) and your platform uses
the Harvard instruction set, you can set a function like this as the callback passed
to :cpp:expr:`lv_tick_set_cb(my_get_milliseconds)`:
.. code-block:: c
/**
* @brief Safe read from 'elapsed_power_on_time_in_ms'
*/
uint32_t my_get_milliseconds()
{
register uint32_t u32result;
/* Disable priority 1-6 interrupts for 2 Fcys. */
__builtin_disi(2);
u32result = elapsed_power_on_time_in_ms; /* Cost: 2 Fcys */
/* Generally looks like this in assembly:
* mov elapsed_power_on_time_in_ms, W0
* mov 0x7898, W1
* requiring exactly 2 clock cycles.
* Now value is copied to register pair W0:W1
* where it can be written to any destination. */
return u32result;
}
Reliability
-----------
Advancing the tick value should be done in such a way that its timing is reliable and
not dependent on anything that consumes an unknown amount of time. For an example of
what *not* to do: this can "seem" to work, but LVGL's timing will be incorrect
because the execution time of :c:func:`lv_timer_handler` varies from call to call and
thus the delay it introduces cannot be known.
.. code-block:: c
// Bad idea
lv_timer_handler();
lv_tick_inc(5);
my_delay_ms(5);
.. _display_interface:
Display Interface
*****************
LVGL needs to be supplied with knowledge about each display panel you want it to use.
Specifically:
- its pixel format and size (:ref:`creating_a_display`),
- where to render pixels for it (:ref:`draw_buffers`), and
- how to send those rendered pixels to it (:ref:`flush_callback`).
See the respective links for how to supply LVGL with this knowledge.
.. _indev_interface:
Input-Device Interface
**********************
LVGL needs to know how to get input from all user-input devices that will be used in
your project. LVGL supports a wide variety of user-input devices:
- touch-screens,
- touch-pads,
- mice,
- crowns,
- encoders,
- keypads,
- keyboards,
- etc.
See :ref:`indev_creation` to see how to do this.
API
***
:ref:`lv_tick_h`