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fix(docs): fix most sphinx warnings (#6916)

Co-authored-by: Kevin Schlosser <kdschlosser@users.noreply.github.com>
Co-authored-by: Liam <30486941+liamHowatt@users.noreply.github.com>
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Victor Wheeler 2024-09-30 06:57:22 -06:00 committed by GitHub
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98 changed files with 1389 additions and 1070 deletions

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@ -285,7 +285,7 @@ Fixes
- **fix(sdl): handle if the window_id is not set correctly in SDL** `6194 <https://github.com/lvgl/lvgl/pull/6194>`__
- **fix(drivers): drm driver not initialising with small screens** `6244 <https://github.com/lvgl/lvgl/pull/6244>`__
- **fix(freetype): fix potential multi-threaded data conflicts** `6252 <https://github.com/lvgl/lvgl/pull/6252>`__
- **fix(vglite): build issues ** `6245 <https://github.com/lvgl/lvgl/pull/6245>`__
- **fix(vglite): build issues** `6245 <https://github.com/lvgl/lvgl/pull/6245>`__
- **fix(canvas): lv_canvas_set_px for indexed images** `6226 <https://github.com/lvgl/lvgl/pull/6226>`__
- **fix(snapshot): fix memleak in lv_snapshot** `6147 <https://github.com/lvgl/lvgl/pull/6147>`__
- **fix(span): fix span incorrect max height calculation** `6243 <https://github.com/lvgl/lvgl/pull/6243>`__

245
docs/README.md Normal file
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@ -0,0 +1,245 @@
# Documentation
----------------------------------------------
## Building
Building the documentation is pretty easy to do but it does have some requirements
that have to be filled prior to building them.
Here are the requirements:
* Doxygen
* Python >= 3.10
* C compiler (gcc, msvc, clang, etc...)
There are also some Python specific libraries that need to be installed.
You can either install these individually or you can use pip to read the requirements
file to install everything that is needed for Python.
* Sphinx
* breathe
* imagesize
* importlib-metadata
* sphinx-rtd-theme
* sphinx-sitemap
* sphinxcontrib-applehelp
* sphinxcontrib-devhelp
* sphinxcontrib-htmlhelp
* sphinxcontrib-jsmath
* sphinxcontrib-qthelp
* sphinxcontrib-serializinghtml
* sphinxcontrib-mermaid
* sphinx-design
* sphinx-rtd-dark-mode
* typing-extensions
To install using the `requirements.txt` file use the following command.
pip install -r requirements.txt
Once you have all of the requirements installed you are ready to build them.
To build the documentation use the following command.
python build.py skip_latex clean
You may have to use the following command if you are on a Unix like OS
python3 build.py skip_latex clean
The documentation will be output into the folder `out_html` in the root directory
for LVGL.
## For Developers
---------------------------------------
The most important thing that has to be done when contributing to LVGL is
***EVERYTHING MUST BE DOCUMENTED***
--------------------------------------
Some rules to follow when updating any of the `.rst` files located in the docs
folder and any of it's subfolders.
<br/>
### index.rst files
--------------------------
If you create a new directory you MUST have an `index.rst` file in that directory
and that index file needs to be pointed to in the `index.rst` file that is located
in the parent directory.
Let's take a look at the `index.rst` file that is located in the `docs/layouts` directory.
```
.. _layouts:
=======
Layouts
=======
.. toctree::
:maxdepth: 2
flex
grid
```
That is what you see... Below is what the various parts of the file are.
```
.. _layouts: <=== Creates a reference that is linkable
=======
Layouts <=== Heading seen in documentation
=======
.. toctree:: <=== Table of contents
:maxdepth: 2 <=== Internal use and need to always be set this way
flex <=== .rst files located in directory with index.rst
grid
```
The first line is for the purposes of not having to statically link to other locations
in the documentation. It makes it easier when things get moved around as the link will
change dynamically if that should occur. In order to create the link it must be formatted
in this manner.
.. _{LINK NAME}:
where you would replace `{LINK NAME}` with whatever name you wanted to provide.
That name is what is going to be used to reference the link. This is done by using
:ref:`{LINK NAME}`
The `.. _{LINK NAME}:` line MUST be above a heading and there MUST be a single empty line
after it. This is MANDATORY.
### Section Headings
------------------------------
[Section headers](https://www.sphinx-doc.org/en/master/usage/restructuredtext/basics.html#sections)
are created by underlining (and optionally overlining) the section title with
a punctuation character, at least as long as the text. Example
=================
This Is a Heading
=================
reStructuredText does not impose any particular heading levels assigned to certain characters since the structure is determined from the succession of headings. So if you are modifying an existing .RST file, please follow the pattern it is already using.
If you are creating a new .RST file, this convention is used:
=====
Title
=====
Chapter
*******
Section
-------
Sub Section
~~~~~~~~~~~
Sub Sub Section
^^^^^^^^^^^^^^^
Paragraph
'''''''''
For improved readability in the .RST file, place at least 2 blank lines above headings.
### Code Blocks
--------------------------------------------------------------
* No tab characters are to be used in a code block.
* Indents are done using 4 spaces and only 4 spaces.
* Include 2 empty lines at the end of a code block.
* One empty line between the code block directive and the code.
* `.. code-block:` is the only directive that should be used. `::`, `:code:` or `.. code:` should not be used.
* Specify the language after the directive. Some examples are:
- `.. code-block: python`,
- `.. code-block: c`,
- `.. code-block: shell`,
- `.. code-block: make`.
* If you want to separate code into easier to understand sections you can do so with a single empty line. No more than ONE line.
### Bulleted Lists
-------------------------------------------------------------
To create a bulleted list, do the following:
- item1: description
- item2: If you want to span multiple
lines it must be done like this
- item3: If you want to use a code block it must be done like this
.. code-block: python
# this is some code
- item3: If you want to have several layers of bullets it needs to be done like this
- level 2 item 1: text
- level 2 item 2: text
End all lists with 2 empty lines except when it is a nested list. Then you use a single empty line. The same thing holds true for code blocks as well. If it is nested into a list then a single empty line after. If the nested list or code block is at the end of the first level then you need to use 2 empty lines.
### Referencing Portions of the API
------------------------
If you want to reference portions of the LVGL code from the documentation (in .RST files) there are special directives to do this:
:cpp:func:`lv_init`
:c:macro:`LV_USE_FLEX`
:cpp:type:`lv_event_t`
:cpp:enum:`_lv_event_t`
:cpp:enumerator:`LV_EVENT_ALL`
:cpp:struct:`lv_image_dsc_t`
:cpp:union:`lv_style_value_t`
There is a special directive when wanting to use a more complex expression.
For example when showing the arguments passed to a function
:cpp:expr:`lv_obj_set_layout(obj, LV_LAYOUT_FLEX)`
you CANNOT have expressions that are like this...
:cpp:expr:`lv_obj_set_layout(obj, LV_LAYOUT_FLEX/GRID)` <== arg with more than one word
:cpp:expr:`lv_obj_set_layout(obj, LV_LAYOUT_*)` <== asterisk
:cpp:expr:`lv_obj_set_layout(*obj, LV_LAYOUT_FLEX)` <== asterisk
:cpp:expr:`lv_obj_set_layout((lv_obj_t *)obj, LV_LAYOUT_FLEX)` <== cast/asterisk
:cpp:expr:`lv_obj_set_layout(&obj, LV_LAYOUT_FLEX);` <== ampersand
:cpp:expr:`lv_obj_set_layout(obj, ...)` <== elipsis
Those are all invalid.

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@ -177,7 +177,7 @@ C code
</summary>
.. code:: c
.. code-block:: c
lv_obj_t * btn = lv_button_create(lv_screen_active());                   /*Add a button to the current screen*/
lv_obj_center(btn);                                     /*Set its position*/
@ -212,7 +212,7 @@ MicroPython code \| Online Simulator :gb:
</summary>
.. code:: python
.. code-block:: python
def btn_event_cb(e):
  print("Clicked")
@ -253,7 +253,7 @@ C code
</summary>
.. code:: c
.. code-block:: c
lv_obj_set_flex_flow(lv_screen_active(), LV_FLEX_FLOW_COLUMN);
@ -297,7 +297,7 @@ MicroPython code \| Online Simulator :gb:
</summary>
.. code:: python
.. code-block:: python
def event_handler(e):
code = e.get_code()
@ -359,7 +359,7 @@ C code
</summary>
.. code:: c
.. code-block:: c
lv_obj_t * slider = lv_slider_create(lv_screen_active());
lv_slider_set_value(slider, 70, LV_ANIM_OFF);
@ -412,7 +412,7 @@ MicroPython code \| Online Simulator :gb:
</summary>
.. code:: python
.. code-block:: python
# Create a slider and add the style
slider = lv.slider(lv.scr_act())
@ -473,7 +473,7 @@ C code
</summary>
.. code:: c
.. code-block:: c
lv_obj_t * ltr_label = lv_label_create(lv_screen_active());
lv_label_set_text(ltr_label, "In modern terminology, a microcontroller is similar to a system on a chip (SoC).");
@ -513,7 +513,7 @@ MicroPython code \| Online Simulator :gb:
</summary>
.. code:: python
.. code-block:: python
ltr_label = lv.label(lv.scr_act())
ltr_label.set_text("In modern terminology, a microcontroller is similar to a system on a chip (SoC).")

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@ -237,7 +237,7 @@ Código C
</summary>
.. code:: c
.. code-block:: c
lv_obj_t * btn = lv_button_create(lv_screen_active()); /* Adiciona o botão a tela atual */
lv_obj_center(btn); /* Define a posição do botão */
@ -272,7 +272,7 @@ Código MicroPython \| Simulador online
</summary>
.. code:: python
.. code-block:: python
def btn_event_cb(e):
print("Clicado")
@ -313,7 +313,7 @@ Código em C
</summary>
.. code:: c
.. code-block:: c
lv_obj_set_flex_flow(lv_screen_active(), LV_FLEX_FLOW_COLUMN);
@ -357,7 +357,7 @@ Código MicroPython \| Online Simulator
</summary>
.. code:: python
.. code-block:: python
def event_handler(e):
code = e.get_code()
@ -419,7 +419,7 @@ Código C
</summary>
.. code:: c
.. code-block:: c
lv_obj_t * slider = lv_slider_create(lv_screen_active());
lv_slider_set_value(slider, 70, LV_ANIM_OFF);
@ -472,7 +472,7 @@ Código MicroPython \| Simulador online
</summary>
.. code:: python
.. code-block:: python
# Crie um controle deslizante (slider) e adicione o estilo
slider = lv.slider(lv.scr_act())
@ -533,7 +533,7 @@ Código C
</summary>
.. code:: c
.. code-block:: c
lv_obj_t * ltr_label = lv_label_create(lv_screen_active());
lv_label_set_text(ltr_label, "In modern terminology, a microcontroller is similar to a system on a chip (SoC).");
@ -573,7 +573,7 @@ Código MicroPython \| Simulador online
</summary>
.. code:: python
.. code-block:: python
ltr_label = lv.label(lv.scr_act())
ltr_label.set_text("In modern terminology, a microcontroller is similar to a system on a chip (SoC).")

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@ -181,7 +181,7 @@ Hello world 标签
<details>
<summary>C code</summary>
.. code:: c
.. code-block:: c
/*Change the active screen's background color*/
lv_obj_set_style_bg_color(lv_screen_active(), lv_color_hex(0x003a57), LV_PART_MAIN);
@ -201,7 +201,7 @@ Hello world 标签
<details>
<summary>MicroPython code | <a href="https://sim.lvgl.io/v8.3/micropython/ports/javascript/index.html?script_direct=4ab7c40c35b0dc349aa2f0c3b00938d7d8e8ac9f" target="_blank">在线模拟器</a></summary>
.. code:: python
.. code-block:: python
# Change the active screen's background color
scr = lv.screen_active()
@ -229,7 +229,7 @@ Hello world 标签
<details>
<summary>C code</summary>
.. code:: c
.. code-block:: c
lv_obj_t * button = lv_button_create(lv_screen_active());                   /*Add a button to the current screen*/
lv_obj_center(button);                                     /*Set its position*/
@ -255,7 +255,7 @@ Hello world 标签
<details>
<summary>MicroPython code | <a href="https://sim.lvgl.io/v8.3/micropython/ports/javascript/index.html?script_startup=https://raw.githubusercontent.com/lvgl/lvgl/0d9ab4ee0e591aad1970e3c9164fd7c544ecce70/examples/header.py&script=https://raw.githubusercontent.com/lvgl/lvgl/0d9ab4ee0e591aad1970e3c9164fd7c544ecce70/examples/widgets/slider/lv_example_slider_2.py&script_direct=926bde43ec7af0146c486de470c53f11f167491e" target="_blank">在线模拟器</a></summary>
.. code:: python
.. code-block:: python
def button_event_cb(e):
  print("Clicked")
@ -286,7 +286,7 @@ Hello world 标签
<details>
<summary>C code</summary>
.. code:: c
.. code-block:: c
lv_obj_set_flex_flow(lv_screen_active(), LV_FLEX_FLOW_COLUMN);
@ -321,7 +321,7 @@ Hello world 标签
<details>
<summary>MicroPython code | <a href="https://sim.lvgl.io/v8.3/micropython/ports/javascript/index.html?script_startup=https://raw.githubusercontent.com/lvgl/lvgl/0d9ab4ee0e591aad1970e3c9164fd7c544ecce70/examples/header.py&script=https://raw.githubusercontent.com/lvgl/lvgl/0d9ab4ee0e591aad1970e3c9164fd7c544ecce70/examples/widgets/slider/lv_example_slider_2.py&script_direct=311d37e5f70daf1cb0d2cad24c7f72751b5f1792" target="_blank">在线模拟器</a></summary>
.. code:: python
.. code-block:: python
def event_handler(e):
code = e.get_code()
@ -373,7 +373,7 @@ Hello world 标签
<details>
<summary>C code</summary>
.. code:: c
.. code-block:: c
lv_obj_t * slider = lv_slider_create(lv_screen_active());
lv_slider_set_value(slider, 70, LV_ANIM_OFF);
@ -419,7 +419,7 @@ Hello world 标签
<a href="https://sim.lvgl.io/v8.3/micropython/ports/javascript/index.html?script_startup=https://raw.githubusercontent.com/lvgl/lvgl/0d9ab4ee0e591aad1970e3c9164fd7c544ecce70/examples/header.py&script=https://raw.githubusercontent.com/lvgl/lvgl/0d9ab4ee0e591aad1970e3c9164fd7c544ecce70/examples/widgets/slider/lv_example_slider_2.py&script_direct=c431c7b4dfd2cc0dd9c392b74365d5af6ea986f0" target="_blank">在线模拟器</a>
</summary>
.. code:: python
.. code-block:: python
# Create a slider and add the style
slider = lv.slider(lv.screen_active())
@ -470,7 +470,7 @@ Hello world 标签
<details>
<summary>C code</summary>
.. code:: c
.. code-block:: c
lv_obj_t * ltr_label = lv_label_create(lv_screen_active());
lv_label_set_text(ltr_label, "In modern terminology, a microcontroller is similar to a system on a chip (SoC).");
@ -501,7 +501,7 @@ Hello world 标签
<details>
<summary>MicroPython code | <a href="https://sim.lvgl.io/v8.3/micropython/ports/javascript/index.html?script_startup=https://raw.githubusercontent.com/lvgl/lvgl/0d9ab4ee0e591aad1970e3c9164fd7c544ecce70/examples/header.py&script=https://raw.githubusercontent.com/lvgl/lvgl/0d9ab4ee0e591aad1970e3c9164fd7c544ecce70/examples/widgets/slider/lv_example_slider_2.py&script_direct=18bb38200a64e10ead1aa17a65c977fc18131842" target="_blank">在线模拟器</a></summary>
.. code:: python
.. code-block:: python
ltr_label = lv.label(lv.screen_active())
ltr_label.set_text("In modern terminology, a microcontroller is similar to a system on a chip (SoC).")

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@ -1,7 +1,7 @@
.. _quick-overview:
==============
Quick Overview
Quick overview
==============
Here you can learn the most important things about LVGL. You should read
@ -21,8 +21,9 @@ Go to the :ref:`simulator` section to get ready-to-use projects that can be run
on your PC. This way you can save the time of porting for now and get some
experience with LVGL immediately.
Add LVGL to Your Project
------------------------
Add LVGL into your project
--------------------------
If you would rather try LVGL on your own project follow these steps:
@ -30,15 +31,13 @@ If you would rather try LVGL on your own project follow these steps:
clone the library from GitHub with ``git clone https://github.com/lvgl/lvgl.git``.
- Copy the ``lvgl`` folder into your project. If you wish you can add only ``lvgl/lvgl.h``, ``lvgl/lv_version.h``, and ``lvgl/src``
for LVGL itself, and ``lvgl/examples`` and ``lvgl/demos`` for the examples and demos respectively.
- Copy ``lvgl/lv_conf_template.h`` as ``lv_conf.h`` next to the
``lvgl`` folder, change the first ``#if 0`` to ``1`` to enable the
file's content and set the :c:macro:`LV_COLOR_DEPTH` defines.
- Copy ``lvgl/lv_conf_template.h`` as ``lv_conf.h`` next to the ``lvgl`` folder, change the first ``#if 0`` to ``1`` to
enable the file's content and set the :c:macro:`LV_COLOR_DEPTH` defines.
- Include ``lvgl/lvgl.h`` in files where you need to use LVGL related functions.
- Call :cpp:func:`lv_init`
- Call :cpp:expr:`lv_tick_inc(x)` every ``x`` milliseconds in a Timer or Task
(``x`` should be between 1 and 10). It is required for the internal
timing of LVGL. Alternatively, register a ``tick_get_cb`` with
:cpp:func:`lv_tick_set_cb` so that LVGL can retrieve the current time directly.
- Call :cpp:expr:`lv_tick_inc(x)` every ``x`` milliseconds in a Timer or Task (``x`` should be between 1 and 10). It is required for
the internal timing of LVGL. Alternatively, register a ``tick_get_cb`` with :cpp:func:`lv_tick_set_cb` so that LVGL
can retrieve the current time directly.
- Call :cpp:func:`lv_init`
- Create a display.
@ -107,39 +106,36 @@ If you would rather try LVGL on your own project follow these steps:
redraw the screen if required, handle input devices, animation etc.
For a more detailed guide go to the :ref:`porting`
section.
For a more detailed guide go to the :ref:`porting` section.
Learn the Basics
Learn the basics
----------------
.. _quick-overview_widgets:
Widgets
~~~~~~~
The graphical elements like Buttons, Labels, Sliders, Charts etc. are
called objects or widgets. Go to :ref:`widgets` to see the
full list of available widgets.
The graphical elements like Buttons, Labels, Sliders, Charts etc. are called objects or widgets.
Go to :ref:`widgets` to see the full list of available widgets.
Every object has a parent object where it is created. For example, if a
label is created on a button, the button is the parent of label.
Every object has a parent object where it is created. For example, if a label is created on a button,
the button is the parent of label.
The child object moves with the parent and if the parent is deleted the
children will be deleted too.
The child object moves with the parent and if the parent is deleted the children will be deleted too.
Children can be visible only within their parent's bounding area. In
other words, the parts of the children outside the parent are clipped.
Children can be visible only within their parent's bounding area. In other words, the parts of the
children outside the parent are clipped.
A Screen is the "root" parent. You can have any number of screens.
To get the current screen call :cpp:func:`lv_screen_active`, and to load a screen
use :cpp:expr:`lv_screen_load(scr1)`.
To get the current screen call :cpp:func:`lv_screen_active`, and to load a screen use :cpp:expr:`lv_screen_load(scr1)`.
You can create a new object with ``lv_<type>_create(parent)``. It will return an :cpp:type:`lv_obj_t` ``*`` variable
that can be used as a reference to the object to set its parameters.
You can create a new object with ``lv_<type>_create(parent)``. It will
return an :cpp:type:`lv_obj_t` ``*`` variable that can be used as a reference to the
object to set its parameters.
For example:
@ -147,8 +143,8 @@ For example:
lv_obj_t * slider1 = lv_slider_create(lv_screen_active());
To set some basic attributes ``lv_obj_set_<parameter_name>(obj, <value>)`` functions can be used. For
example:
To set some basic attributes ``lv_obj_set_<parameter_name>(obj, <value>)`` functions can be used. For example:
.. code-block:: c
@ -156,26 +152,27 @@ example:
lv_obj_set_y(btn1, 10);
lv_obj_set_size(btn1, 200, 50);
Along with the basic attributes, widgets can have type specific
parameters which are set by ``lv_<widget_type>_set_<parameter_name>(obj, <value>)`` functions. For
example:
Along with the basic attributes, widgets can have type specific parameters which are set by
``lv_<widget_type>_set_<parameter_name>(obj, <value>)`` functions. For example:
.. code-block:: c
lv_slider_set_value(slider1, 70, LV_ANIM_ON);
To see the full API visit the documentation of the widgets or the
related header file
To see the full API visit the documentation of the widgets or the related header file
(e.g. `lvgl/src/widgets/slider/lv_slider.h <https://github.com/lvgl/lvgl/blob/master/src/widgets/slider/lv_slider.h>`__).
.. _quick-overview_events:
Events
~~~~~~
Events are used to inform the user that something has happened with an
object. You can assign one or more callbacks to an object which will be
called if the object is clicked, released, dragged, being deleted, etc.
Events are used to inform the user that something has happened with an object. You can assign one or more
callbacks to an object which will be called if the object is clicked, released, dragged, being deleted, etc.
A callback is assigned like this:
@ -190,8 +187,8 @@ A callback is assigned like this:
printf("Clicked\n");
}
:cpp:enumerator:`LV_EVENT_ALL` can be used instead of :cpp:enumerator:`LV_EVENT_CLICKED` to invoke
the callback for any event.
:cpp:enumerator:`LV_EVENT_ALL` can be used instead of :cpp:enumerator:`LV_EVENT_CLICKED` to invoke the callback for any event.
From :cpp:expr:`lv_event_t * e` the current event code can be retrieved with:
@ -199,14 +196,17 @@ From :cpp:expr:`lv_event_t * e` the current event code can be retrieved with:
lv_event_code_t code = lv_event_get_code(e);
The object that triggered the event can be retrieved with:
.. code-block:: c
lv_obj_t * obj = lv_event_get_target(e);
To learn all features of the events go to the :ref:`events` section.
.. _quick-overview_parts:
Parts
@ -256,20 +256,18 @@ To manually add or remove states use:
lv_obj_add_state(obj, LV_STATE_...);
lv_obj_remove_state(obj, LV_STATE_...);
.. _quick-overview_styles:
.. _quick-overview_styles:
Styles
~~~~~~
A style instance contains properties such as background color, border
width, font, etc. that describe the appearance of objects.
A style instance contains properties such as background color, border width, font, etc. that describe the
appearance of objects.
Styles are represented with :cpp:struct:`lv_style_t` variables. Only their pointer
is saved in the objects so they need to be defined as static or global.
Before using a style it needs to be initialized with
:cpp:expr:`lv_style_init(&style1)`. After that, properties can be added to
configure the style. For example:
Styles are represented with :cpp:struct:`lv_style_t` variables. Only their pointer is saved in the objects so
they need to be defined as static or global. Before using a style it needs to be initialized with
:cpp:expr:`lv_style_init(&style1)`. After that, properties can be added to configure the style. For example:
.. code-block:: c
@ -278,73 +276,76 @@ configure the style. For example:
lv_style_set_bg_color(&style1, lv_color_hex(0xa03080))
lv_style_set_border_width(&style1, 2))
See the full list of properties here :ref:`styles_properties`.
Styles are assigned using the ORed combination of an object's part and
state. For example to use this style on the slider's indicator when the
slider is pressed:
Styles are assigned using the ORed combination of an object's part and state. For example to use this style on the slider's
indicator when the slider is pressed:
.. code-block:: c
lv_obj_add_style(slider1, &style1, LV_PART_INDICATOR | LV_STATE_PRESSED);
If the *part* is :cpp:enumerator:`LV_PART_MAIN` it can be omitted:
.. code-block:: c
lv_obj_add_style(btn1, &style1, LV_STATE_PRESSED); /*Equal to LV_PART_MAIN | LV_STATE_PRESSED*/
Similarly, :cpp:enumerator:`LV_STATE_DEFAULT` can be omitted too:
.. code-block:: c
lv_obj_add_style(slider1, &style1, LV_PART_INDICATOR); /*Equal to LV_PART_INDICATOR | LV_STATE_DEFAULT*/
For :cpp:enumerator:`LV_STATE_DEFAULT` and :cpp:enumerator:`LV_PART_MAIN` simply write ``0``:
.. code-block:: c
lv_obj_add_style(btn1, &style1, 0); /*Equal to LV_PART_MAIN | LV_STATE_DEFAULT*/
Styles can be cascaded (similarly to CSS). It means you can add more
styles to a part of an object. For example ``style_btn`` can set a
default button appearance, and ``style_btn_red`` can overwrite the
background color to make the button red:
Styles can be cascaded (similarly to CSS). It means you can add more styles to a part of an object. For example
``style_btn`` can set a default button appearance, and ``style_btn_red`` can overwrite the background color to
make the button red:
.. code-block:: c
lv_obj_add_style(btn1, &style_btn, 0);
lv_obj_add_style(btn1, &style1_btn_red, 0);
If a property is not set on for the current state, the style with
:cpp:enumerator:`LV_STATE_DEFAULT` will be used. A default value is used if the
property is not defined in the default state.
Some properties (typically the text-related ones) can be inherited. This
means if a property is not set in an object it will be searched for in
its parents too. For example, you can set the font once in the screen's
style and all text on that screen will inherit it by default.
If a property is not set on for the current state, the style with :cpp:enumerator:`LV_STATE_DEFAULT` will be used.
A default value is used if the property is not defined in the default state.
Local style properties also can be added to objects. This creates a
style which resides inside the object and is used only by the object:
Some properties (typically the text-related ones) can be inherited. This means if a property is not set in an object
it will be searched for in its parents too. For example, you can set the font once in the screen's style and all text
on that screen will inherit it by default.
Local style properties also can be added to objects. This creates a style which resides inside the object and is used
only by the object:
.. code-block:: c
lv_obj_set_style_bg_color(slider1, lv_color_hex(0x2080bb), LV_PART_INDICATOR | LV_STATE_PRESSED);
To learn all the features of styles see the :ref:`styles` section.
.. _quick-overview_themes:
Themes
~~~~~~
Themes are the default styles for objects. Styles from a theme are
applied automatically when objects are created.
Themes are the default styles for objects. Styles from a theme are applied automatically when objects are created.
The theme for your application is a compile time configuration set in ``lv_conf.h``.
The theme for your application is a compile time configuration set in
``lv_conf.h``.
.. _quick-overview_examples:
@ -354,6 +355,7 @@ Examples
.. include:: ../examples/get_started/index.rst
.. _quick-overview_micropython:
@ -364,14 +366,14 @@ Learn more about :ref:`micropython`.
.. code-block:: python
# Initialize
import display_driver
import lvgl as lv
# Initialize
import display_driver
import lvgl as lv
# Create a button with a label
scr = lv.obj()
btn = lv.button(scr)
btn.align(lv.ALIGN.CENTER, 0, 0)
label = lv.label(btn)
label.set_text('Hello World!')
lv.screen_load(scr)
# Create a button with a label
scr = lv.obj()
btn = lv.button(scr)
btn.align(lv.ALIGN.CENTER, 0, 0)
label = lv.label(btn)
label.set_text('Hello World!')
lv.screen_load(scr)

View File

@ -1,56 +1,53 @@
Output API as JSON data
=======================
We have written a script that will read the header files in LVGL and outputs a
more friendly JSON format for the API. This is done so that bindings that generate
code automatically will have an easy way to collect the needed information without
having to reinvent the wheel. The JSON data format has already made libraries for
reading the format for just about every programming language out there.
We have written a script that will read the header files in LVGL and outputs a more friendly JSON format for the API.
This is done so that bindings that generate code automatically will have an easy way to collect the needed information
without having to reinvent the wheel. The JSON data format has already made libraries for reading the format for just
about every programming language out there.
The script in order to run does have some requirements.
- Python >= 3.10
- Pycparser >= 2.21: Python Library for reading the preprocessor ouotput from the C compiler
- PyMSVC >= 0.4.0: Python library is using MSVC Compiler
- C compiler, gcc for Linux, clang for OSX and MSVC for Windows
- Doxygen: used to read the docstrings from the header files.
- Python >= 3.10
- Pycparser >= 2.21: Python Library for reading the preprocessor ouotput from the C compiler
- PyMSVC >= 0.4.0: Python library is using MSVC Compiler
- C compiler, gcc for Linux, clang for OSX and MSVC for Windows
- Doxygen: used to read the docstrings from the header files.
There are several options when running the script. They are as follows
- `--output-path`: output directory for JSON file. If one is not supplied
then it will be output stdout
- `--lvgl-config`: path to lv_conf.h (including file name), if this is not
set then a config file will be generated that has most common things turned on
- `--develop`: leaves the temporary folder in place.
- `--output-path`: output directory for JSON file. If one is not supplied then it will be output stdout
- `--lvgl-config`: path to lv_conf.h (including file name), if this is not set then a config file will be
generated that has most common things turned on
- `--develop`: leaves the temporary folder in place.
to use the script
.. code:: shell
.. code-block:: shell
python /scripts/gen_json/gen_json.py --output-path=json/output/directory --lvgl-config=path/to/lv_conf.h
or if you want to run a subprocess from inside of a generation script and read the output from stdout
.. code:: shell
.. code-block:: shell
python /scripts/gen_json/gen_json.py --lvgl-config=path/to/lv_conf.h
The JSON data is broken apart into a couple of main categories.
- enums
- functions
- function_pointers
- structures
- unions
- variables
- typedefs
- forward_decls
- macros
- enums
- functions
- function_pointers
- structures
- unions
- variables
- typedefs
- forward_decls
- macros
Those categories are the element names undert the root of the JSON data.
The value for each categry is an array of JSON elements. There is a bit of
@ -59,205 +56,205 @@ will allow you to identify exactly what you are dealing with.
The different "json_types" are as follows:
- ``"array"``: The array type is used to identify arrays.
- ``"array"``: The array type is used to identify arrays.
Available JSON fields:
- ``"dim"``: number of items in the array
- ``"quals"``: array of qualifiers, IE "const"
- ``"type"``: This may or may not be available.
- ``"name"``: the name of the data type
Available JSON fields:
- ``"dim"``: number of items in the array
- ``"quals"``: array of qualifiers, IE "const"
- ``"type"``: This may or may not be available.
- ``"name"``: the name of the data type
- ``"field"``: This type is used to describe fields in structures and unions.
It is used in the ``"fields"`` array of the ``"struct"`` and ``"union"`` JSON types.
- ``"field"``: This type is used to describe fields in structures and unions.
It is used in the ``"fields"`` array of the ``"struct"`` and ``"union"`` JSON types.
Available JSON fields:
- ``"name"``: The name of the field.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"bitsize"``: The number of bits the field has or ``null``
if there is no bit size defined
- ``"docstring"``: you should know what this is.
Available JSON fields:
- ``"name"``: The name of the field.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"bitsize"``: The number of bits the field has or ``null``
if there is no bit size defined
- ``"docstring"``: you should know what this is.
- ``"arg"``: Used to describe an argument/parameter in a function or a function pointer.
- ``"arg"``: Used to describe an argument/parameter in a function or a function pointer.
Available JSON fields:
- ``"name"``: The name of the argument/parameter.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
- ``"quals"``: array of qualifiers, IE "const"
Available JSON fields:
- ``"name"``: The name of the argument/parameter.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
- ``"quals"``: array of qualifiers, IE "const"
- ``"forward_decl"``: Describes a forward declaration.There are structures in
LVGL that are considered to be private and that is what these desccribe.
- ``"forward_decl"``: Describes a forward declaration.There are structures in
LVGL that are considered to be private and that is what these desccribe.
Available JSON fields:
- ``"name"``: The name of the formard declaration.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
- ``"quals"``: array of qualifiers, IE "const"
Available JSON fields:
- ``"name"``: The name of the formard declaration.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
- ``"quals"``: array of qualifiers, IE "const"
- ``"function_pointer"``: Describes a function pointer. These are used when
registering callback functions in LVGL.
- ``"function_pointer"``: Describes a function pointer. These are used when
registering callback functions in LVGL.
Available JSON fields:
- ``"name"``: The name of the function pointer.
- ``"type"``: This contains the return type information for the function pointer.
- ``"docstring"``: you should know what this is.
- ``"args"``: array of ``"arg"`` objects. This describes the fuction arguments/parameters.
- ``"quals"``: array of qualifiers, IE "const"
Available JSON fields:
- ``"name"``: The name of the function pointer.
- ``"type"``: This contains the return type information for the function pointer.
- ``"docstring"``: you should know what this is.
- ``"args"``: array of ``"arg"`` objects. This describes the fuction arguments/parameters.
- ``"quals"``: array of qualifiers, IE "const"
- ``"variable"``: Describes a global variable.
- ``"variable"``: Describes a global variable.
Available JSON fields:
- ``"name"``: The name of the variable.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
- ``"quals"``: array of qualifiers, IE "const"
- ``"storage"``: array of storage classifiers, IE "extern"
Available JSON fields:
- ``"name"``: The name of the variable.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
- ``"quals"``: array of qualifiers, IE "const"
- ``"storage"``: array of storage classifiers, IE "extern"
- ``"special_type"``: Currently only used to describe an ellipsis argument
for a function.
- ``"special_type"``: Currently only used to describe an ellipsis argument
for a function.
Available JSON fields:
- ``"name"``: will always be "ellipsis".
Available JSON fields:
- ``"name"``: will always be "ellipsis".
- ``"primitive_type"``: This is a base type. There or no other types beneith this.
This tells you that the type is a basic or primitive C type.
IE: struct, union, int, unsigned int, etc...
- ``"primitive_type"``: This is a base type. There or no other types beneith this.
This tells you that the type is a basic or primitive C type.
IE: struct, union, int, unsigned int, etc...
Available JSON fields:
- ``"name"``: The name of the primitive type.
Available JSON fields:
- ``"name"``: The name of the primitive type.
- ``"enum"``: Describes a grouping of enumeration items/members.
- ``"enum"``: Describes a grouping of enumeration items/members.
Available JSON fields:
- ``"name"``: The name of the enumeration group/type.
- ``"type"``: This contains the type information for the enumeration group.
This is always going to be an "int" type. Make sure you do not use this
type as the type for the members of this enumeration group. Check the
enumeration members type to get the correct type.
- ``"docstring"``: you should know what this is.
- ``"members"``: array of ``"enum_member"`` objects
Available JSON fields:
- ``"name"``: The name of the enumeration group/type.
- ``"type"``: This contains the type information for the enumeration group.
This is always going to be an "int" type. Make sure you do not use this
type as the type for the members of this enumeration group. Check the
enumeration members type to get the correct type.
- ``"docstring"``: you should know what this is.
- ``"members"``: array of ``"enum_member"`` objects
- ``"enum_member"``: Describes an enumeration item/member. Only found under
the ``"members"`` field of an ``"enum"`` JSON type
- ``"enum_member"``: Describes an enumeration item/member. Only found under
the ``"members"`` field of an ``"enum"`` JSON type
Available JSON fields:
- ``"name"``: The name of the enumeration.
- ``"type"``: This contains the type information for the enum member.
This gets a bit tricky because the type specified in here is not always
going to be an "int". It will usually point to an lvgl type and the type
of the lvgl type can be found in the ``"typedefs"`` section.
- ``"docstring"``: you should know what this is.
- ``"value"``: the enumeration member/item's value
Available JSON fields:
- ``"name"``: The name of the enumeration.
- ``"type"``: This contains the type information for the enum member.
This gets a bit tricky because the type specified in here is not always
going to be an "int". It will usually point to an lvgl type and the type
of the lvgl type can be found in the ``"typedefs"`` section.
- ``"docstring"``: you should know what this is.
- ``"value"``: the enumeration member/item's value
- ``"lvgl_type"``: This is a base type. There or no other types beneith this.
This tells you that the type is an LVGL data type.
- ``"lvgl_type"``: This is a base type. There or no other types beneith this.
This tells you that the type is an LVGL data type.
Available JSON fields:
- ``"name"``: The name of the type.
- ``"quals"``: array of qualifiers, IE "const
Available JSON fields:
- ``"name"``: The name of the type.
- ``"quals"``: array of qualifiers, IE "const
- ``"struct"``: Describes a structure
- ``"struct"``: Describes a structure
Available JSON fields:
- ``"name"``: The name of the structure.
- ``"type"``: This contains the primitive type information for the structure.
- ``"docstring"``: you should know what this is.
- ``"fields"``: array of ``"field"`` elements.
- ``"quals"``: array of qualifiers, IE "const"
Available JSON fields:
- ``"name"``: The name of the structure.
- ``"type"``: This contains the primitive type information for the structure.
- ``"docstring"``: you should know what this is.
- ``"fields"``: array of ``"field"`` elements.
- ``"quals"``: array of qualifiers, IE "const"
- ``"union"``: Describes a union
- ``"union"``: Describes a union
Available JSON fields:
- ``"name"``: The name of the union.
- ``"type"``: This contains the primitive type information for the union.
- ``"docstring"``: you should know what this is.
- ``"fields"``: array of ``"field"`` elements.
- ``"quals"``: array of qualifiers, IE "const"
Available JSON fields:
- ``"name"``: The name of the union.
- ``"type"``: This contains the primitive type information for the union.
- ``"docstring"``: you should know what this is.
- ``"fields"``: array of ``"field"`` elements.
- ``"quals"``: array of qualifiers, IE "const"
- ``"macro"``: describes a macro. There is limited information that can be
collected about macros and in most cases a binding will need to have these
statically added to a binding. It is more for collecting the docstrings than
anything else.
- ``"macro"``: describes a macro. There is limited information that can be
collected about macros and in most cases a binding will need to have these
statically added to a binding. It is more for collecting the docstrings than
anything else.
Available JSON fields:
- ``"name"``: The name of the macro.
- ``"docstring"``: you should know what this is.
Available JSON fields:
- ``"name"``: The name of the macro.
- ``"docstring"``: you should know what this is.
- ``"ret_type"``: return type from a function. This is only going to be seen in the ``"type"``
element of a ``"function"`` type.
- ``"ret_type"``: return type from a function. This is only going to be seen in the ``"type"``
element of a ``"function"`` type.
Available JSON fields:
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
Available JSON fields:
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
- ``"function"``: Describes a function.
- ``"function"``: Describes a function.
Available JSON fields:
- ``"name"``: The name of the function.
- ``"type"``: This contains the type information for the return value.
- ``"docstring"``: you should know what this is.
- ``"args"``: array of ``"arg"`` json types. This describes the fuction arguments/parameters.
Available JSON fields:
- ``"name"``: The name of the function.
- ``"type"``: This contains the type information for the return value.
- ``"docstring"``: you should know what this is.
- ``"args"``: array of ``"arg"`` json types. This describes the fuction arguments/parameters.
- ``"stdlib_type"``: This is a base type, meaning that there are no more
type levels beneith this. This tells us that the type is from the C stdlib.
- ``"stdlib_type"``: This is a base type, meaning that there are no more
type levels beneith this. This tells us that the type is from the C stdlib.
Available JSON fields:
- ``"name"``: The name of the type.
- ``"quals"``: array of qualifiers, IE "const
Available JSON fields:
- ``"name"``: The name of the type.
- ``"quals"``: array of qualifiers, IE "const
- ``"unknown_type"``: This should not be seen. If it is then there needs to be
an adjustment made to the script. Please open an issue and let us know if you see this type.
- ``"unknown_type"``: This should not be seen. If it is then there needs to be
an adjustment made to the script. Please open an issue and let us know if you see this type.
Available JSON fields:
- ``"name"``: The name of the type.
- ``"quals"``: array of qualifiers, IE "const
Available JSON fields:
- ``"name"``: The name of the type.
- ``"quals"``: array of qualifiers, IE "const
- ``"pointer"``: This is a wrapper object to let you know that the type you
are dealing with is a pointer
- ``"pointer"``: This is a wrapper object to let you know that the type you
are dealing with is a pointer
Available JSON fields:
- ``"type"``: This contains the type information for the pointer. Check the
``"json_type"`` to know what type you are dealing with.
- ``"quals"``: array of qualifiers, IE "const", may or may not be available.
Available JSON fields:
- ``"type"``: This contains the type information for the pointer. Check the
``"json_type"`` to know what type you are dealing with.
- ``"quals"``: array of qualifiers, IE "const", may or may not be available.
- ``"typedef"``: type definitions. I will explain more on this below.
- ``"typedef"``: type definitions. I will explain more on this below.
Available JSON fields:
- ``"name"``: The name of the typedef.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
- ``"quals"``: array of qualifiers, IE "const"
Available JSON fields:
- ``"name"``: The name of the typedef.
- ``"type"``: This contains the type information for the field. Check the
``"json_type"`` to know what type you are dealing with.
- ``"docstring"``: you should know what this is.
- ``"quals"``: array of qualifiers, IE "const"
Here is an example of what the output will look like.
.. code:: json
.. code-block:: json
{
"enums":[

View File

@ -2,11 +2,10 @@
JavaScript
==========
With `lv_binding_js <https://github.com/lvgl/lv_binding_js>`__ you can
write lvgl with JavaScript.
With `lv_binding_js <https://github.com/lvgl/lv_binding_js>`__ you can write lvgl with JavaScript.
It uses React's virtual DOM concept to manipulate lvgl UI components,
providing a familiar React-like experience to users.
It uses React's virtual DOM concept to manipulate lvgl UI components, providing a familiar React-like
experience to users.
**Code**
@ -15,119 +14,123 @@ providing a familiar React-like experience to users.
Table of Contents
-----------------
- `Features <#features>`__
- `Demo <#demo>`__
- `Building <#building>`__
- `Components <#components>`__
- `Font <#font>`__
- `Animation <#animation>`__
- `Style <#style>`__
- `JSAPI <#jsapi>`__
- `Thanks <#thanks>`__
- `Features <#features>`__
- `Demo <#demo>`__
- `Building <#building>`__
- `Components <#components>`__
- `Font <#font>`__
- `Animation <#animation>`__
- `Style <#style>`__
- `JSAPI <#jsapi>`__
- `Thanks <#thanks>`__
Features
--------
- Support all lvgl built-in components
- Fully support lvgl flex and grid style
- support most lvgl style, just write like html5 css
- support dynamic load image
- Fully support lvgl animation
- Support all lvgl built-in components
- Fully support lvgl flex and grid style
- support most lvgl style, just write like html5 css
- support dynamic load image
- Fully support lvgl animation
Demo
----
See the
`demo <https://github.com/lvgl/lv_binding_js/tree/master/demo>`__ folder
See the `demo <https://github.com/lvgl/lv_binding_js/tree/master/demo>`__ folder
Building
--------
The following are developer notes on how to build lvgljs on your native
platform. They are not complete guides, but include notes on the
necessary libraries, compile flags, etc.
The following are developer notes on how to build lvgljs on your native platform. They are not complete guides,
but include notes on the necessary libraries, compile flags, etc.
lvgljs
~~~~~~
- `ubuntu build Notes for sdl
simulator <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/build-ubuntu-arm.md>`__
- `macos x86 build Notes for sdl
simulator <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/build-macos-x86-simulator.md>`__
- `ubuntu build Notes for platform
arm <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/build-ubuntu-x86-simulator.md>`__
- `ubuntu build Notes for sdl simulator <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/build-ubuntu-arm.md>`__
- `macos x86 build Notes for sdl simulator <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/build-macos-x86-simulator.md>`__
- `ubuntu build Notes for platform arm <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/build-ubuntu-x86-simulator.md>`__
JS Bundle
~~~~~~~~~
- `JS Bundle build
Notes <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/js-bundle.md>`__
- `JS Bundle build Notes <https://github.com/lvgl/lv_binding_js/blob/master/doc/build/js-bundle.md>`__
Components
----------
- `View <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/View.md>`__
- `Image <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Image.md>`__
- `Button <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Button.md>`__
- `Text <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Text.md>`__
- `Input <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Input.md>`__
- `Textarea <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Textarea.md>`__
- `Switch <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Switch.md>`__
- `Checkbox <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Checkbox.md>`__
- `Dropdownlist <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Dropdownlist.md>`__
- `ProgressBar <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/ProgressBar.md>`__
- `Line <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Line.md>`__
- `Roller <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Roller.md>`__
- `Keyboard <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Keyboard.md>`__
- `Calendar <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Calendar.md>`__
- `Chart <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Chart.md>`__
- `View <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/View.md>`__
- `Image <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Image.md>`__
- `Button <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Button.md>`__
- `Text <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Text.md>`__
- `Input <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Input.md>`__
- `Textarea <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Textarea.md>`__
- `Switch <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Switch.md>`__
- `Checkbox <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Checkbox.md>`__
- `Dropdownlist <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Dropdownlist.md>`__
- `ProgressBar <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/ProgressBar.md>`__
- `Line <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Line.md>`__
- `Roller <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Roller.md>`__
- `Keyboard <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Keyboard.md>`__
- `Calendar <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Calendar.md>`__
- `Chart <https://github.com/lvgl/lv_binding_js/blob/master/doc/component/Chart.md>`__
Font
----
`Builtin-Symbol <https://github.com/lvgl/lv_binding_js/blob/master/doc/Symbol/symbol.md>`__
- `Builtin-Symbol <https://github.com/lvgl/lv_binding_js/blob/master/doc/Symbol/symbol.md>`__
Animation
---------
`Animation <https://github.com/lvgl/lv_binding_js/blob/master/doc/animate/animate.md>`__
- `Animation <https://github.com/lvgl/lv_binding_js/blob/master/doc/animate/animate.md>`__
Style
-----
.. include::https://github.com/lvgl/lv_binding_js/blob/master/doc/style/position-size-layout.md
- `position-size-layout <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/position-size-layout.md>`__
- `boxing-model <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/boxing-model.md>`__
- `color <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/color.md>`__
- `flex <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/flex.md>`__
- `grid <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/grid.md>`__
- `font <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/font.md>`__
- `opacity <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/opacity.md>`__
- `display <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/display.md>`__
- `background <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/background.md>`__
- `scroll <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/scroll.md>`__
- `shadow <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/shadow.md>`__
- `recolor <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/recolor.md>`__
- `line <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/line.md>`__
- `transition <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/transition.md>`__
- `transform <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/transform.md>`__
- `position-size-layout <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/position-size-layout.md>`__
- `boxing-model <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/boxing-model.md>`__
- `color <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/color.md>`__
- `flex <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/flex.md>`__
- `grid <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/grid.md>`__
- `font <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/font.md>`__
- `opacity <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/opacity.md>`__
- `display <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/display.md>`__
- `background <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/background.md>`__
- `scroll <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/scroll.md>`__
- `shadow <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/shadow.md>`__
- `recolor <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/recolor.md>`__
- `line <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/line.md>`__
- `transition <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/transition.md>`__
- `transform <https://github.com/lvgl/lv_binding_js/blob/master/doc/style/transform.md>`__
JSAPI
-----
- `network <https://github.com/lvgl/lv_binding_js/blob/master/doc/jsapi/network.md>`__
- `filesystem <https://github.com/lvgl/lv_binding_js/blob/master/doc/jsapi/fs.md>`__
- `dimension <https://github.com/lvgl/lv_binding_js/blob/master/doc/jsapi/dimension.md>`__
- `network <https://github.com/lvgl/lv_binding_js/blob/master/doc/jsapi/network.md>`__
- `filesystem <https://github.com/lvgl/lv_binding_js/blob/master/doc/jsapi/fs.md>`__
- `dimension <https://github.com/lvgl/lv_binding_js/blob/master/doc/jsapi/dimension.md>`__
Thanks
------
lvgljs depends on following excellent work
`lvgl <https://github.com/lvgl/lvgl>`__: Create beautiful UIs for any
MCU, MPU and display type `QuickJS <https://bellard.org/quickjs/>`__:
JavaScript engine `libuv <https://github.com/libuv/libuv>`__: platform
abstraction layer `curl <https://github.com/curl/curl>`__: HTTP client
`txiki.js <https://github.com/saghul/txiki.js>`__: Tiny JavaScript
runtime
- `lvgl <https://github.com/lvgl/lvgl>`__: Create beautiful UIs for any MCU, MPU and display type
- `QuickJS <https://bellard.org/quickjs/>`__: JavaScript engine
- `libuv <https://github.com/libuv/libuv>`__: platform abstraction layer
- `curl <https://github.com/curl/curl>`__: HTTP client
- `txiki.js <https://github.com/saghul/txiki.js>`__: Tiny JavaScript runtime

View File

@ -4,12 +4,12 @@
MicroPython
===========
What is MicroPython?
--------------------
`MicroPython <http://micropython.org/>`__ is Python for
microcontrollers. Using MicroPython, you can write Python3 code and run
it even on a bare metal architecture with limited resources.
`MicroPython <http://micropython.org/>`__ is Python for microcontrollers. Using MicroPython, you can write Python3
code and run it even on a bare metal architecture with limited resources.
Highlights of MicroPython
@ -31,6 +31,7 @@ Highlights of MicroPython
`machine module <https://docs.micropython.org/en/latest/library/machine.html#classes>`__
for accessing low-level hardware (I/O pins, ADC, UART, SPI, I2C, RTC, Timers etc.)
--------------
@ -52,6 +53,7 @@ Here are some advantages of using LVGL in MicroPython:
**``Change code`` > ``Run``** ! You can even run commands interactively using the
`REPL <https://en.wikipedia.org/wiki/Read%E2%80%93eval%E2%80%93print_loop>`__ (the interactive prompt)
MicroPython + LVGL could be used for:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -65,6 +67,7 @@ MicroPython + LVGL could be used for:
embedded development.
- Creating tools to work with LVGL at a higher level (e.g. drag-and-drop designer).
--------------
@ -79,30 +82,30 @@ Let's dive right into an example!
A simple example
~~~~~~~~~~~~~~~~
.. code:: python
.. code-block:: python
# Initialize
import display_driver
import lvgl as lv
# Initialize
import display_driver
import lvgl as lv
# Create a button with a label
scr = lv.obj()
btn = lv.button(scr)
btn.align(lv.ALIGN.CENTER, 0, 0)
label = lv.label(btn)
label.set_text('Hello World!')
lv.screen_load(scr)
# Create a button with a label
scr = lv.obj()
btn = lv.button(scr)
btn.align(lv.ALIGN.CENTER, 0, 0)
label = lv.label(btn)
label.set_text('Hello World!')
lv.screen_load(scr)
How can I use it?
-----------------
Online Simulator
~~~~~~~~~~~~~~~~
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
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/>`__
@ -130,6 +133,7 @@ supports Linux, ESP32, STM32 and RP2. It can be ported to any other platform sup
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:
@ -184,20 +188,22 @@ LVGL C API Coding Conventions
For a summary of coding conventions to follow see the :ref:`coding-style`.
.. _memory_management:
Memory Management
~~~~~~~~~~~~~~~~~
| When LVGL runs in MicroPython, all dynamic memory allocations (:cpp:func:`lv_malloc`) are handled by MicroPython's memory
- 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>`__:
- 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
@ -215,6 +221,7 @@ Solve The Problem
- Include ``lv_global.h`` on files that use ``LV_GLOBAL_DEFAULT``
- Add ``_var`` to ``lv_global_t`` on ``lv_global.h``
Example
^^^^^^^
@ -225,6 +232,7 @@ 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
@ -244,6 +252,7 @@ next to the function pointer when registering a callback, and access that object
``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
@ -265,21 +274,22 @@ There are a few options for defining a callback in LVGL C API:
- 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.
- :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:

View File

@ -1,29 +1,25 @@
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.
`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'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 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 .
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 .
--------------
@ -31,107 +27,107 @@ 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
- 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
Here are some examples of lvgl that PikaScript can already run, they are mainly from the lvgl documentation examples
LV_ARC
~~~~~~
.. code:: python
.. code-block:: 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()))
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
.. code-block:: 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()))
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
.. code-block:: 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_cb(event_cb_1, lv.EVENT.CLICKED, 0)
btn2.add_event_cb(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()))
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_cb(event_cb_1, lv.EVENT.CLICKED, 0)
btn2.add_event_cb(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
.. code-block:: 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()))
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()))
--------------
@ -141,42 +137,41 @@ 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)
Just write the Python interface in pika_lvgl.pyi (.pyi is the python interface file)
.. code:: python
.. code-block:: 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): ...
# 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
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.
/* 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);
}
.. code-block:: c
To use the module, just ``import pika_lvgl`` and the precompiler will
automatically scan main.py and bind the ``pika_lvgl`` module
/* 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
.. code-block:: shell
$ ./rust-msc-latest-win10.exe
(pikascript) packages installed:
@ -187,17 +182,17 @@ automatically scan main.py and bind the ``pika_lvgl`` module
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.
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
The simulation repo on vs is available on https://github.com/pikasTech/lv_pikascript

View File

@ -4,18 +4,23 @@
cmake
=====
Overview
********
This project uses CMakePresets to ensure an easy build. Find out more on Cmake Presets here:
https://cmake.org/cmake/help/latest/manual/cmake-presets.7.html
This project uses CMakePresets to ensure an easy build.
Find out more on Cmake Presets here: https://cmake.org/cmake/help/latest/manual/cmake-presets.7.html
Prerequisites
-------------
You need to install
- CMake
- Ninja (for Linux builds). Be sure to Add ninja to your PATH!
How to build this project using cmake
-------------------------------------
@ -24,8 +29,10 @@ The recommended way to build this project is to use the provided CMakePresets.js
- a windows (msvc) build using Visual Studio
- a linux (gcc) build using Ninja
More configurations will be added once available.
Build with IDE
--------------
@ -35,13 +42,15 @@ The recommend way for consuming CMakePresets is a CMakePresets aware IDE such as
- VS Code
- CLion
Simply load this project into your IDE and select your desired preset and you are good to go.
Build with CMake GUI
--------------------
Open this project with CMake GUI and select your desired preset.
When hitting the generate button, CMake will create solution files (for VS) or Ninja Files (for Linux Ninja Build)
Open this project with CMake GUI and select your desired preset. When hitting the generate button,
CMake will create solution files (for VS) or Ninja Files (for Linux Ninja Build)
The following targets are available.
@ -50,6 +59,7 @@ The following targets are available.
- lvgl_examples (example usages, optional)
- lvgl_demos (some demos, optional)
All optional targets can be disabled by setting the proper cache variables.
If you use cmake to install lvgl 3 folders will be created.
@ -61,11 +71,10 @@ If you use cmake to install lvgl 3 folders will be created.
Build with Command line
-----------------------
You can also build your project using the command line.
Run the following commands
You can also build your project using the command line. Run the following commands
- cmake --preset windows-base
- cmake --build --preset windows-base_dbg
- ctest --preset windows-base_dbg
- ``cmake --preset windows-base``
- ``cmake --build --preset windows-base_dbg``
- ``ctest --preset windows-base_dbg``

View File

@ -8,7 +8,7 @@ If you are new to ESP-IDF, follow the instructions in the `ESP-IDF Programming g
LVGL Demo Projects for ESP32
---------------------------
----------------------------
For a quick start with LVGL and ESP32, the following pre-configured demo projects are available for specific development boards:
@ -40,7 +40,7 @@ Obtaining LVGL
LVGL is distributed through `ESP Registry <https://components.espressif.com/>`__, where all LVGL releases are uploaded.
In case you do not want to use esp_lvgl_port, you can add `LVGL component <https://components.espressif.com/component/lvgl/lvgl>`__ into your project with following command:
.. code:: sh
.. code-block:: sh
idf.py add-dependency lvgl/lvgl^9.*
@ -50,7 +50,7 @@ Adjust the ``^9.*`` part to match your LVGL version requirement. More informatio
For LVGL development and testing, it may be useful to use LVGL as a local component instead of from the ESP Registry, which offers only released versions and does not allow local modifications. To do this, clone LVGL to your project with the following command:
.. code:: sh
.. code-block:: sh
git submodule add https://github.com/lvgl/lvgl.git components/lvgl
@ -77,7 +77,8 @@ These components share a common public API, making it easy to migrate your proje
To add a display or touch driver to your project, use a command like:
.. code:: sh
.. code-block:: sh
idf.py add-dependency "espressif/esp_lcd_gc9a01^2.0.0"
Using the File System under ESP-IDF
@ -91,9 +92,9 @@ The process is described in details below, using ``SPIFFS`` as demonstration.
ESP-IDF has many, ready-to-use examples like
`SPIFFS <https://github.com/espressif/esp-idf/tree/master/examples/storage/spiffsgen>`__
,
`SD Card <https://github.com/espressif/esp-idf/tree/master/examples/storage/sd_card/sdspi>`__
and
,
`SD Card <https://github.com/espressif/esp-idf/tree/master/examples/storage/sd_card/sdspi>`__
and
`LittleFS <https://github.com/espressif/esp-idf/tree/master/examples/storage/littlefs>`__
.
@ -141,7 +142,7 @@ The process is described in details below, using ``SPIFFS`` as demonstration.
It supports various formats and compression.
Meanwhile 3rd party libraries
(like :ref:`LodePNG<lodepng>` and :ref:`Tiny JPEG<tjpgd>`)
(like :ref:`LodePNG<lodepng_rst>` and :ref:`Tiny JPEG<tjpgd>`)
allow using image files without conversion.
After preparing the files, they should be moved to the target device:

View File

@ -39,7 +39,7 @@ Basic configuration:
- Select NXP PXP engine in "lv_conf.h": Set :c:macro:`LV_USE_DRAW_PXP` to `1`.
- Enable PXP asserts in "lv_conf.h": Set :c:macro: `LV_USE_PXP_ASSERT` to `1`.
There are few PXP assertions that can stop the program execution in case the
c:macro: `LV_ASSERT_HANDLER` is set to `while(1);` (Halt by default). Else,
c:macro:`LV_ASSERT_HANDLER` is set to `while(1);` (Halt by default). Else,
there will be logged just an error message via `LV_LOG_ERROR`.
- If :c:macro:`SDK_OS_FREE_RTOS` symbol is defined, FreeRTOS implementation
will be used, otherwise bare metal code will be included.
@ -50,30 +50,31 @@ Basic initialization:
PXP draw initialization is done automatically in :cpp:func:`lv_init()` once the
PXP is enabled, no user code is required:
.. code:: c
.. code-block:: c
#if LV_USE_DRAW_PXP
lv_draw_pxp_init();
#endif
#if LV_USE_DRAW_PXP
lv_draw_pxp_init();
#endif
During PXP initialization, a new draw unit `lv_draw_pxp_unit_t` will be created
with the additional callbacks:
.. code:: c
.. code-block:: c
lv_draw_pxp_unit_t * draw_pxp_unit = lv_draw_create_unit(sizeof(lv_draw_pxp_unit_t));
draw_pxp_unit->base_unit.evaluate_cb = _pxp_evaluate;
draw_pxp_unit->base_unit.dispatch_cb = _pxp_dispatch;
draw_pxp_unit->base_unit.delete_cb = _pxp_delete;
and an addition thread `_pxp_render_thread_cb()` will be spawned in order to
handle the supported draw tasks.
.. code:: c
.. code-block:: c
#if LV_USE_PXP_DRAW_THREAD
lv_thread_init(&draw_pxp_unit->thread, LV_THREAD_PRIO_HIGH, _pxp_render_thread_cb, 2 * 1024, draw_pxp_unit);
#endif
#if LV_USE_PXP_DRAW_THREAD
lv_thread_init(&draw_pxp_unit->thread, LV_THREAD_PRIO_HIGH, _pxp_render_thread_cb, 2 * 1024, draw_pxp_unit);
#endif
If `LV_USE_PXP_DRAW_THREAD` is not defined, then no additional draw thread will be created
and the PXP drawing task will get executed on the same LVGL main thread.
@ -90,6 +91,7 @@ unit for processing.
`_pxp_delete()` will cleanup the PXP draw unit.
Features supported:
^^^^^^^^^^^^^^^^^^^
@ -100,7 +102,7 @@ power savings.
Supported draw tasks are available in "src/draw/nxp/pxp/lv_draw_pxp.c":
.. code:: c
.. code-block:: c
switch(t->type) {
case LV_DRAW_TASK_TYPE_FILL:
@ -118,7 +120,7 @@ Supported draw tasks are available in "src/draw/nxp/pxp/lv_draw_pxp.c":
Additional, the screen rotation can be handled by the PXP:
.. code::c
.. code-block::c
void lv_draw_pxp_rotate(const void * src_buf, void * dest_buf, int32_t src_width, int32_t src_height,
int32_t src_stride, int32_t dest_stride, lv_display_rotation_t rotation,
@ -132,6 +134,7 @@ Additional, the screen rotation can be handled by the PXP:
- Blending layers (w/ same supported formats as blitting).
- Rotate screen (90, 180, 270 degree).
Known limitations:
^^^^^^^^^^^^^^^^^^
@ -159,7 +162,7 @@ Project setup:
- "src/draw/nxp/pxp/lv_draw_buf_pxp.c": draw buffer callbacks
- "src/draw/nxp/pxp/lv_draw_pxp_fill.c": fill area
- "src/draw/nxp/pxp/lv_draw_pxp_img.c": blit image (w/ optional recolor or
transformation)
transformation)
- "src/draw/nxp/pxp/lv_draw_pxp_layer.c": layer blending
- "src/draw/nxp/pxp/lv_draw_pxp.c": draw unit initialization
- "src/draw/nxp/pxp/lv_pxp_cfg.c": init, deinit, run/wait PXP device
@ -172,6 +175,7 @@ Project setup:
- fsl_pxp.c: PXP driver
- fsl_cache.c: CPU cache handling functions
PXP default configuration:
^^^^^^^^^^^^^^^^^^^^^^^^^^
@ -181,13 +185,14 @@ PXP default configuration:
bare metal is provided in lv_pxp_osa.c.
- :cpp:func:`pxp_interrupt_init()`: Initialize PXP interrupt (HW setup,
OS setup)
OS setup)
- :cpp:func:`pxp_interrupt_deinit()`: Deinitialize PXP interrupt (HW setup,
OS setup)
OS setup)
- :cpp:func:`pxp_run()`: Start PXP job. Use OS-specific mechanism to block
drawing thread.
drawing thread.
- :cpp:func:`pxp_wait()`: Wait for PXP completion.
VGLite accelerator
~~~~~~~~~~~~~~~~~~
@ -196,6 +201,7 @@ CPU is available for other operations while the VGLite is running. An
RTOS is required to block the LVGL drawing thread and switch to another
task or suspend the CPU for power savings.
Basic configuration:
^^^^^^^^^^^^^^^^^^^^
@ -216,14 +222,14 @@ Initialize VGLite GPU before calling :cpp:func:`lv_init()` by specifying the
width/height of tessellation window. The default values for tesselation width
and height, and command buffer size are in the SDK file "vglite_support.h".
.. code:: c
.. code-block:: c
#if LV_USE_DRAW_VGLITE
#include "vg_lite.h"
#include "vglite_support.h"
#endif
#if LV_USE_DRAW_VGLITE
#include "vg_lite.h"
#include "vglite_support.h"
#endif
...
#if LV_USE_DRAW_VGLITE
#if LV_USE_DRAW_VGLITE
if(vg_lite_init(DEFAULT_VG_LITE_TW_WIDTH, DEFAULT_VG_LITE_TW_HEIGHT) != VG_LITE_SUCCESS)
{
PRINTF("VGLite init error. STOP.");
@ -239,21 +245,21 @@ and height, and command buffer size are in the SDK file "vglite_support.h".
while (1)
;
}
#endif
#endif
VGLite draw initialization is done automatically in :cpp:func:`lv_init()` once
the VGLite is enabled, no user code is required:
.. code:: c
.. code-block:: c
#if LV_USE_DRAW_VGLITE
lv_draw_vglite_init();
#endif
#if LV_USE_DRAW_VGLITE
lv_draw_vglite_init();
#endif
During VGLite initialization, a new draw unit `lv_draw_vglite_unit_t` will be
created with the additional callbacks:
.. code:: c
.. code-block:: c
lv_draw_vglite_unit_t * draw_vglite_unit = lv_draw_create_unit(sizeof(lv_draw_vglite_unit_t));
draw_vglite_unit->base_unit.evaluate_cb = _vglite_evaluate;
@ -263,11 +269,11 @@ created with the additional callbacks:
and an addition thread `_vglite_render_thread_cb()` will be spawned in order to
handle the supported draw tasks.
.. code:: c
.. code-block:: c
#if LV_USE_VGLITE_DRAW_THREAD
lv_thread_init(&draw_vglite_unit->thread, LV_THREAD_PRIO_HIGH, _vglite_render_thread_cb, 2 * 1024, draw_vglite_unit);
#endif
#if LV_USE_VGLITE_DRAW_THREAD
lv_thread_init(&draw_vglite_unit->thread, LV_THREAD_PRIO_HIGH, _vglite_render_thread_cb, 2 * 1024, draw_vglite_unit);
#endif
If `LV_USE_VGLITE_DRAW_THREAD` is not defined, then no additional draw thread will be created
and the VGLite drawing task will get executed on the same LVGL main thread.
@ -284,6 +290,7 @@ VGLite draw unit for processing.
`_vglite_delete()` will cleanup the VGLite draw unit.
Advanced configuration:
^^^^^^^^^^^^^^^^^^^^^^^
@ -292,9 +299,9 @@ Advanced configuration:
Enabling the blit split workaround will mitigate any quality degradation issue
on screen's dimension > 352 pixels.
.. code:: c
.. code-block:: c
#define VGLITE_BLIT_SPLIT_THR 352
#define VGLITE_BLIT_SPLIT_THR 352
- By default, the blit split threshold is set to 352. Blits with width or height
higher than this value will be done in multiple steps. Value must be multiple
@ -320,7 +327,7 @@ power savings.
Supported draw tasks are available in "src/draw/nxp/pxp/lv_draw_vglite.c":
.. code:: c
.. code-block:: c
switch(t->type) {
case LV_DRAW_TASK_TYPE_LABEL:
@ -351,19 +358,22 @@ Supported draw tasks are available in "src/draw/nxp/pxp/lv_draw_vglite.c":
break;
}
All the below operation can be done in addition with optional opacity.
- Fill area with color (w/ radius or gradient).
- Blit source image (any format from `_vglite_src_cf_supported()`) over
destination (any format from `_vglite_dest_cf_supported()`).
- Blit source image (any format from ``_vglite_src_cf_supported()``) over
destination (any format from ``_vglite_dest_cf_supported()``).
- Recolor source image.
- Scale and rotate (any decimal degree) source image.
- Blending layers (w/ same supported formats as blitting).
- Draw letters (blit bitmap letters - raster font).
- Draw letters (blit bitmap letters / raster font).
- Draw full borders (LV_BORDER_SIDE_FULL).
- Draw arcs (w/ rounded edges).
- Draw lines (w/ dash or rounded edges).
- Draw triangles with color (w/ gradient).
Known limitations:
^^^^^^^^^^^^^^^^^^
@ -375,6 +385,7 @@ Known limitations:
tiled (4x4) buffer layouts. The pixel engine has no additional alignment
requirement for linear buffer layouts (:c:macro:`VG_LITE_LINEAR`).
Project setup:
^^^^^^^^^^^^^^
@ -385,8 +396,7 @@ Project setup:
- "src/draw/nxp/vglite/lv_draw_vglite_arc.c": draw arc
- "src/draw/nxp/vglite/lv_draw_vglite_border.c": draw border
- "src/draw/nxp/vglite/lv_draw_vglite_fill.c": fill area
- "src/draw/nxp/vglite/lv_draw_vglite_img.c": blit image (w/ optional
recolor or transformation)
- "src/draw/nxp/vglite/lv_draw_vglite_img.c": blit image (w/ optional recolor or transformation)
- "src/draw/nxp/vglite/lv_draw_vglite_label.c": draw label
- "src/draw/nxp/vglite/lv_draw_vglite_layer.c": layer blending
- "src/draw/nxp/vglite/lv_draw_vglite_line.c": draw line

View File

@ -4,9 +4,10 @@
Renesas
=======
`Renesas <https://renesas.com/>`__ is an official partner of LVGL.
Therefore, LVGL contains built-in support for `Dave2D <https://www.renesas.com/document/mas/tes-dave2d-driver-documentation>`__ (the GPU of Renesas)
and we also maintain ready-to-use Renesas projects.
`Renesas <https://renesas.com/>`__ is an official partner of LVGL. Therefore, LVGL contains built-in support for
`Dave2D <https://www.renesas.com/document/mas/tes-dave2d-driver-documentation>`__ (the GPU of Renesas) and we also maintain
ready-to-use Renesas projects.
Dave2D
------
@ -19,16 +20,20 @@ Dave2D is capable of accelerating most of the drawing operations of LVGL:
- Triangle drawing
- Line drawing
As Dave2D works in the background, the CPU is free for other tasks. In practice, during rendering, Dave2D can reduce the CPU usage by half or to one-third, depending on the application.
As Dave2D works in the background, the CPU is free for other tasks. In practice, during rendering, Dave2D can reduce the CPU usage by
half or to one-third, depending on the application.
GLCDC
-----
GLCDC is a multi-stage graphics output peripheral available in several Renesas MCUs.
It is able to drive LCD panels via a highly configurable RGB interface.
GLCDC is a multi-stage graphics output peripheral available in several Renesas MCUs. It is able to drive LCD panels via a highly
configurable RGB interface.
More info can be found at the :ref:`driver's page<renesas_glcdc>`.
Supported boards
----------------
@ -84,6 +89,7 @@ Supported boards
- `Demo repository for EK-RA6M3G <https://github.com/lvgl/lv_port_renesas_ek-ra6m3g>`__
- `Demo repository for RX72N Envision Kit <https://github.com/lvgl/lv_port_renesas_rx72n-envision-kit>`__
Get started with the Renesas ecosystem
--------------------------------------
@ -92,24 +98,20 @@ Get started with the Renesas ecosystem
.. dropdown:: RA Family
- The official IDE of Renesas is called e² studio. As it's Eclipse-based, it runs on Windows, Linux, and Mac as well. The RA family requires the latest version with FSP 5.3. It can be downloaded `here <https://www.renesas.com/us/en/software-tool/flexible-software-package-fsp>`__.
- The official IDE of Renesas is called e² studio. As it's Eclipse-based, it runs on Windows, Linux, and Mac as well.
The RA family requires the latest version with FSP 5.3. It can be downloaded `here <https://www.renesas.com/us/en/software-tool/flexible-software-package-fsp>`__.
- JLink is used for debugging, it can be downloaded `here <https://www.segger.com/downloads/jlink/>`__.
- Clone the ready-to-use repository for your selected board:
- JLink is used for debugging, it can be downloaded `here <https://www.segger.com/downloads/jlink/>`__.
.. code-block:: shell
git clone https://github.com/lvgl/lv_port_renesas_ek-ra8d1.git --recurse-submodules
- Clone the ready-to-use repository for your selected board:
.. code-block:: shell
git clone https://github.com/lvgl/lv_port_renesas_ek-ra8d1.git --recurse-submodules
Downloading the `.zip` from GitHub doesn't work as it doesn't download the submodules.
- Open e² studio, go to ``File`` -> ``Import project`` and select ``General`` / ``Existing projects into workspace``
- Browse the cloned folder and press ``Finish``.
- Double click on ``configuration.xml``. This will activate the `Configuration Window`.
Downloading the `.zip` from GitHub doesn't work as it doesn't download the submodules.
- Open e² studio, go to ``File`` -> ``Import project`` and select ``General`` / ``Existing projects into workspace``
- Browse the cloned folder and press ``Finish``.
- Double click on ``configuration.xml``. This will activate the `Configuration Window`.
Renesas' Flexible Software Package (FSP) incudes BSP and HAL layer support extended with multiple RTOS variants and other middleware stacks.
The components will be available via code generation, including the entry point of *"main.c"*.
@ -119,18 +121,17 @@ Get started with the Renesas ecosystem
.. image:: /misc/renesas/generate.png
:alt: Code generation with FSP
- Build the project by pressing ``Ctrl`` + ``Alt`` + ``B``
- Click the Debug button (|img_debug_btn|). If prompted with `Debug Configurations`, on the `Debugger` tab select the ``J-Link ARM`` as `Debug hardware` and the proper IC as `Target Device`:
- Build the project by pressing ``Ctrl`` + ``Alt`` + ``B``
- Click the Debug button (|img_debug_btn|). If prompted with `Debug Configurations`, on the `Debugger` tab select the ``J-Link ARM`` as `Debug hardware` and the proper IC as `Target Device`:
- ``R7FA8D1BH`` for EK-RA8D1
.. image:: /misc/renesas/debug_ra8.png
:alt: Debugger parameters for RA8
.. image:: /misc/renesas/debug_ra8.png
:alt: Debugger parameters for RA8
- ``R7FA6M3AH`` for EK-RA6M3G
.. image:: /misc/renesas/debug_ra6.png
.. image:: /misc/renesas/debug_ra6.png
:alt: Debugger parameters for RA6
.. note::
@ -138,14 +139,16 @@ Get started with the Renesas ecosystem
.. dropdown:: RX Family
- The official IDE of Renesas is called e² studio. As it's Eclipse-based, it runs on Windows, Linux, and Mac as well. It can be downloaded `here <https://www.renesas.com/us/en/software-tool/e-studio>`__.
- The official IDE of Renesas is called e² studio. As it's Eclipse-based, it runs on Windows, Linux, and Mac as well.
It can be downloaded `here <https://www.renesas.com/us/en/software-tool/e-studio>`__.
- Download and install the required driver for the debugger
- Download and install the required driver for the debugger
- for Windows: `64 bit here <https://www.renesas.com/us/en/document/uid/usb-driver-renesas-mcu-tools-v27700-64-bit-version-windows-os?r=488806>`__ and `32 bit here <https://www.renesas.com/us/en/document/uid/usb-driver-renesas-mcu-toolse2e2-liteie850ie850apg-fp5-v27700for-32-bit-version-windows-os?r=488806>`__
- for Windows: `64 bit here <https://www.renesas.com/us/en/document/uid/usb-driver-renesas-mcu-tools-v27700-64-bit-version-windows-os?r=488806>`__
and `32 bit here <https://www.renesas.com/us/en/document/uid/usb-driver-renesas-mcu-toolse2e2-liteie850ie850apg-fp5-v27700for-32-bit-version-windows-os?r=488806>`__
- for Linux: `here <https://www.renesas.com/us/en/document/swo/e2-emulator-e2-emulator-lite-linux-driver?r=488806>`__
- RX72 requires an external compiler for the RXv3 core. A free and open-source version is available `here <https://llvm-gcc-renesas.com/rx-download-toolchains/>`__ after a registration.
- RX72 requires an external compiler for the RXv3 core. A free and open-source version is available
`here <https://llvm-gcc-renesas.com/rx-download-toolchains/>`__ after a registration.
The compiler must be activated in e² studio:
@ -153,24 +156,23 @@ Get started with the Renesas ecosystem
- Press the ``Add...`` button
- Browse the installation folder of the toolchain
|
<br/>
.. image:: /misc/renesas/toolchains.png
:alt: Toolchains
- Clone the ready-to-use `lv_port_renesas_rx72n-envision-kit <https://github.com/lvgl/lv_port_renesas_rx72n-envision-kit.git>`__ repository:
- Clone the ready-to-use `lv_port_renesas_rx72n-envision-kit <https://github.com/lvgl/lv_port_renesas_rx72n-envision-kit.git>`__ repository:
.. code-block:: shell
git clone https://github.com/lvgl/lv_port_renesas_rx72n-envision-kit.git --recurse-submodules
git clone https://github.com/lvgl/lv_port_renesas_rx72n-envision-kit.git --recurse-submodules
Downloading the `.zip` from GitHub doesn't work as it doesn't download the submodules.
- Open e² studio, go to ``File`` -> ``Import project`` and select ``General`` / ``Existing projects into workspace``
- Select the cloned folder and press ``Finish``.
- Double click on ``RX72N_EnVision_LVGL.scfg``. This will activate the `Configuration Window`.
- Open e² studio, go to ``File`` -> ``Import project`` and select ``General`` / ``Existing projects into workspace``
- Select the cloned folder and press ``Finish``.
- Double click on ``RX72N_EnVision_LVGL.scfg``. This will activate the `Configuration Window`.
Renesas' Smart Configurator (SMC) incudes BSP and HAL layer support extended with multiple RTOS variants and other middleware stacks.
The components will be available via code generation, including the entry point of the application.
@ -180,19 +182,21 @@ Get started with the Renesas ecosystem
.. image:: /misc/renesas/generate_smc.png
:alt: Code generation with SMC
- Build the project by pressing ``Ctrl`` + ``Alt`` + ``B``
- Click the Debug button (|img_debug_btn|). If prompted with `Debug Configurations`, on the `Debugger` tab select the ``E2 Lite`` as `Debug hardware` and ``R5F572NN`` as `Target Device`:
- Build the project by pressing ``Ctrl`` + ``Alt`` + ``B``
- Click the Debug button (|img_debug_btn|). If prompted with `Debug Configurations`, on the `Debugger` tab select the ``E2 Lite``
as `Debug hardware` and ``R5F572NN`` as `Target Device`:
.. image:: /misc/renesas/debug_rx72.png
:alt: Debugger parameters for RX72
.. note::
Make sure that both channels of ``SW1`` DIP switch (next to ``ECN1``) are OFF.
.. note::
Make sure that both channels of ``SW1`` DIP switch (next to ``ECN1``) are OFF.
Modify the project
------------------
Open a demo
~~~~~~~~~~~
@ -200,14 +204,15 @@ The entry point of the main task is contained in ``src/LVGL_thread_entry.c`` in
You can disable the LVGL demos (or just comment them out) and call some ``lv_example_...()`` functions, or add your custom code.
Configuration
~~~~~~~~~~~~~
``src/lv_conf.h`` contains the most important settings for LVGL. Namely:
- ``LV_COLOR_DEPTH`` to set LVGL's default color depth
- ``LV_MEM_SIZE to`` set the maximum RAM available for LVGL
- ``LV_USE_DAVE2D`` to enable the GPU
- :c:macro:`LV_COLOR_DEPTH` to set LVGL's default color depth
- :c:macro:`LV_MEM_SIZE` to set the maximum RAM available for LVGL
- :c:macro:`LV_USE_DAVE2D` to enable the GPU
Hardware and software components can be modified in a visual way using the `Configuration Window`.

View File

@ -5,6 +5,7 @@ STM32
LVGL Can be added to `STM32CubeIDE <https://www.st.com/en/development-tools/stm32cubeide.html>`__
in a similar fashion to any other Eclipse-based IDE.
Including LVGL in a Project
---------------------------
@ -19,9 +20,10 @@ Including LVGL in a Project
ensuring that the LVGL directory is listed.
Now that the source files are included in your project, follow the
instructions for `Porting <https://docs.lvgl.io/master/porting/project.html>`__ your
instructions for `Porting <https://docs.lvgl.io/master/porting/project.html>`_ your
project to create the ``lv_conf.h`` file, and initialise the display.
Bare Metal Example
------------------
@ -32,159 +34,162 @@ set to **SysTick**. \* Configure any other peripherals (including the
LCD panel), and initialise them in *main.c*. \* ``#include "lvgl.h"`` in
the *main.c* file. \* Create some frame buffer(s) as global variables:
.. code:: c
.. code-block:: c
//Frame buffers
/*Static or global buffer(s). The second buffer is optional*/
//TODO: Adjust color format and choose buffer size. DISPLAY_WIDTH * 10 is one suggestion.
/* Frame buffers
* Static or global buffer(s). The second buffer is optional
* TODO: Adjust color format and choose buffer size. DISPLAY_WIDTH * 10 is one suggestion. */
#define BYTE_PER_PIXEL (LV_COLOR_FORMAT_GET_SIZE(LV_COLOR_FORMAT_RGB565)) /*will be 2 for RGB565 */
#define BUFF_SIZE (DISPLAY_WIDTH * 10 * BYTE_PER_PIXEL)
static uint8_t buf_1[BUFF_SIZE];
static uint8_t buf_2[BUFF_SIZE];
- In your ``main()`` function, after initialising your CPU,
peripherals, and LCD panel, call :cpp:func:`lv_init` to initialise LVGL.
You can then create the display driver using
:cpp:func:`lv_display_create`, and register the frame buffers using
:cpp:func:`lv_display_set_buffers`.
peripherals, and LCD panel, call :cpp:func:`lv_init` to initialise LVGL.
You can then create the display driver using
:cpp:func:`lv_display_create`, and register the frame buffers using
:cpp:func:`lv_display_set_buffers`.
.. code:: c
.. code-block:: c
//Initialise LVGL UI library
lv_init();
//Initialise LVGL UI library
lv_init();
lv_display_t * disp = lv_display_create(WIDTH, HEIGHT); /*Basic initialization with horizontal and vertical resolution in pixels*/
lv_display_set_flush_cb(disp, my_flush_cb); /*Set a flush callback to draw to the display*/
lv_display_set_buffers(disp, buf_1, buf_2, sizeof(buf_1), LV_DISPLAY_RENDER_MODE_PARTIAL); /*Set an initialized buffer*/
lv_display_t * disp = lv_display_create(WIDTH, HEIGHT); /*Basic initialization with horizontal and vertical resolution in pixels*/
lv_display_set_flush_cb(disp, my_flush_cb); /*Set a flush callback to draw to the display*/
lv_display_set_buffers(disp, buf_1, buf_2, sizeof(buf_1), LV_DISPLAY_RENDER_MODE_PARTIAL); /*Set an initialized buffer*/
- Create some dummy objects to test the output:
.. code:: c
.. code-block:: c
// Change the active screen's background color
lv_obj_set_style_bg_color(lv_screen_active(), lv_color_hex(0x003a57), LV_PART_MAIN);
lv_obj_set_style_text_color(lv_screen_active(), lv_color_hex(0xffffff), LV_PART_MAIN);
/* Change the active screen's background color */
lv_obj_set_style_bg_color(lv_screen_active(), lv_color_hex(0x003a57), LV_PART_MAIN);
lv_obj_set_style_text_color(lv_screen_active(), lv_color_hex(0xffffff), LV_PART_MAIN);
/* Create a spinner */
lv_obj_t * spinner = lv_spinner_create(lv_screen_active(), 1000, 60);
lv_obj_set_size(spinner, 64, 64);
lv_obj_align(spinner, LV_ALIGN_BOTTOM_MID, 0, 0);
/*Create a spinner*/
lv_obj_t * spinner = lv_spinner_create(lv_screen_active(), 1000, 60);
lv_obj_set_size(spinner, 64, 64);
lv_obj_align(spinner, LV_ALIGN_BOTTOM_MID, 0, 0);
- Add a call to :cpp:func:`lv_timer_handler` inside your ``while(1)`` loop:
.. code:: c
.. code-block:: c
/* Infinite loop */
while (1)
{
lv_timer_handler();
HAL_Delay(5);
}
/* Infinite loop */
while (1)
{
lv_timer_handler();
HAL_Delay(5);
}
- Add a call to :cpp:func:`lv_tick_inc` inside the :cpp:func:`SysTick_Handler`
function. Open the *stm32xxxx_it.c* file (the name will depend on
your specific MCU), and update the :cpp:func:`SysTick_Handler` function:
.. code:: c
- Add a call to :cpp:func:`lv_tick_inc` inside the :cpp:func:`SysTick_Handler` function. Open the *stm32xxxx_it.c*
file (the name will depend on your specific MCU), and update the :cpp:func:`SysTick_Handler` function:
void SysTick_Handler(void)
{
/* USER CODE BEGIN SysTick_IRQn 0 */
.. code-block:: c
HAL_SYSTICK_IRQHandler();
lv_tick_inc(1);
#ifdef USE_RTOS_SYSTICK
osSystickHandler();
#endif
void SysTick_Handler(void)
{
/* USER CODE BEGIN SysTick_IRQn 0 */
/* USER CODE END SysTick_IRQn 0 */
HAL_IncTick();
/* USER CODE BEGIN SysTick_IRQn 1 */
HAL_SYSTICK_IRQHandler();
lv_tick_inc(1);
#ifdef USE_RTOS_SYSTICK
osSystickHandler();
#endif
/* USER CODE END SysTick_IRQn 1 */
}
/* USER CODE END SysTick_IRQn 0 */
HAL_IncTick();
/* USER CODE BEGIN SysTick_IRQn 1 */
- Finally, write the callback function, ``my_flush_cb``, which will
send the display buffer to your LCD panel. Below is one example, but
it will vary depending on your setup.
/* USER CODE END SysTick_IRQn 1 */
}
.. code:: c
void my_flush_cb(lv_display_t * disp, const lv_area_t * area, lv_color_t * color_p)
{
//Set the drawing region
set_draw_window(area->x1, area->y1, area->x2, area->y2);
- Finally, write the callback function, ``my_flush_cb``, which will send the display buffer to your LCD panel. Below is
one example, but it will vary depending on your setup.
int height = area->y2 - area->y1 + 1;
int width = area->x2 - area->x1 + 1;
.. code-block:: c
//We will do the SPI write manually here for speed
HAL_GPIO_WritePin(DC_PORT, DC_PIN, GPIO_PIN_SET);
//CS low to begin data
HAL_GPIO_WritePin(CS_PORT, CS_PIN, GPIO_PIN_RESET);
void my_flush_cb(lv_display_t * disp, const lv_area_t * area, lv_color_t * color_p)
{
//Set the drawing region
set_draw_window(area->x1, area->y1, area->x2, area->y2);
//Write colour to each pixel
for (int i = 0; i < width * height; i++) {
uint16_t color_full = (color_p->red << 11) | (color_p->green << 5) | (color_p->blue);
parallel_write(color_full);
int height = area->y2 - area->y1 + 1;
int width = area->x2 - area->x1 + 1;
color_p++;
}
//We will do the SPI write manually here for speed
HAL_GPIO_WritePin(DC_PORT, DC_PIN, GPIO_PIN_SET);
//CS low to begin data
HAL_GPIO_WritePin(CS_PORT, CS_PIN, GPIO_PIN_RESET);
//Return CS to high
HAL_GPIO_WritePin(CS_PORT, CS_PIN, GPIO_PIN_SET);
//Write colour to each pixel
for (int i = 0; i < width * height; i++) {
uint16_t color_full = (color_p->red << 11) | (color_p->green << 5) | (color_p->blue);
parallel_write(color_full);
color_p++;
}
//Return CS to high
HAL_GPIO_WritePin(CS_PORT, CS_PIN, GPIO_PIN_SET);
/* IMPORTANT!!!
* Inform the graphics library that you are ready with the flushing*/
lv_display_flush_ready(disp);
}
/* IMPORTANT!!!
* Inform the graphics library that you are ready with the flushing*/
lv_display_flush_ready(disp);
}
FreeRTOS Example
----------------
A minimal example using STM32CubeIDE, HAL, and CMSISv1 (FreeRTOS). *Note
that we have not used Mutexes in this example, however LVGL is* **NOT**
A minimal example using STM32CubeIDE, HAL, and CMSISv1 (FreeRTOS).
*Note that we have not used Mutexes in this example, however LVGL is* **NOT**
*thread safe and so Mutexes should be used*. See: :ref:`os_interrupt`
\* ``#include "lvgl.h"`` \* Create your frame buffer(s) as global
variables:
\* ``#include "lvgl.h"`` \* Create your frame buffer(s) as global variables:
.. code:: c
.. code-block:: c
//Frame buffers
/*Static or global buffer(s). The second buffer is optional*/
#define BYTE_PER_PIXEL (LV_COLOR_FORMAT_GET_SIZE(LV_COLOR_FORMAT_RGB565)) /*will be 2 for RGB565 */
//TODO: Declare your own BUFF_SIZE appropriate to your system.
#define BUFF_SIZE (DISPLAY_WIDTH * 10 * BYTE_PER_PIXEL)
static uint8_t buf_1[BUFF_SIZE];
static uint8_t buf_2[BUFF_SIZE];
/* Frame buffers
* Static or global buffer(s). The second buffer is optional */
#define BYTE_PER_PIXEL (LV_COLOR_FORMAT_GET_SIZE(LV_COLOR_FORMAT_RGB565)) /* will be 2 for RGB565 */
/* TODO: Declare your own BUFF_SIZE appropriate to your system. */
static lv_color_t buf_1[BUFF_SIZE];
#define BUFF_SIZE (DISPLAY_WIDTH * 10 * BYTE_PER_PIXEL)
static uint8_t buf_1[BUFF_SIZE];
static lv_color_t buf_2[BUFF_SIZE];
- In your ``main`` function, after your peripherals (SPI, GPIOs, LCD
etc) have been initialised, initialise LVGL using :cpp:func:`lv_init`,
create a new display driver using :cpp:func:`lv_display_create`, and
register the frame buffers using :cpp:func:`lv_display_set_buffers`.
.. code:: c
.. code-block:: c
//Initialise LVGL UI library
/* Initialise LVGL UI library */
lv_init();
lv_display_t *display = lv_display_create(WIDTH, HEIGHT); /*Create the display*/
lv_display_set_flush_cb(display, my_flush_cb); /*Set a flush callback to draw to the display*/
lv_display_set_buffers(disp, buf_1, buf_2, sizeof(buf_1), LV_DISPLAY_RENDER_MODE_PARTIAL); /*Set an initialized buffer*/
lv_display_t *display = lv_display_create(WIDTH, HEIGHT); /* Create the display */
lv_display_set_flush_cb(display, my_flush_cb); /* Set a flush callback to draw to the display */
lv_display_set_buffers(disp, buf_1, buf_2, sizeof(buf_1), LV_DISPLAY_RENDER_MODE_PARTIAL); /* Set an initialized buffer */
/* Register the touch controller with LVGL - Not included here for brevity. */
// Register the touch controller with LVGL - Not included here for brevity.
- Create some dummy objects to test the output:
.. code:: c
.. code-block:: c
// Change the active screen's background color
lv_obj_set_style_bg_color(lv_screen_active(), lv_color_hex(0x003a57), LV_PART_MAIN);
lv_obj_set_style_text_color(lv_screen_active(), lv_color_hex(0xffffff), LV_PART_MAIN);
/* Change the active screen's background color */
lv_obj_set_style_bg_color(lv_screen_active(), lv_color_hex(0x003a57), LV_PART_MAIN);
lv_obj_set_style_text_color(lv_screen_active(), lv_color_hex(0xffffff), LV_PART_MAIN);
/*Create a spinner*/
lv_obj_t * spinner = lv_spinner_create(lv_screen_active(), 1000, 60);
lv_obj_set_size(spinner, 64, 64);
lv_obj_align(spinner, LV_ALIGN_BOTTOM_MID, 0, 0);
/* Create a spinner */
lv_obj_t * spinner = lv_spinner_create(lv_screen_active(), 1000, 60);
lv_obj_set_size(spinner, 64, 64);
lv_obj_align(spinner, LV_ALIGN_BOTTOM_MID, 0, 0);
- Create two threads to call :cpp:func:`lv_timer_handler`, and
:cpp:func:`lv_tick_inc`.You will need two ``osThreadId`` handles for
@ -193,7 +198,7 @@ variables:
using CMSIS and STM32Cube code generation it should look something
like this:
.. code:: c
.. code-block:: c
//Thread Handles
osThreadId lvgl_tickHandle;
@ -209,7 +214,7 @@ variables:
- And create the thread functions:
.. code:: c
.. code-block:: c
/* LVGL timer for tasks. */
void LVGLTimer(void const * argument)
@ -235,7 +240,7 @@ variables:
depending on which MCU features you are using. Below is an example
for a typical MCU interface.
.. code:: c
.. code-block:: c
void my_flush_cb(lv_display_t * display, const lv_area_t * area, uint8_t * px_map);
{

View File

@ -24,13 +24,13 @@ Configure X11 driver
--------------------
1. Enable the X11 driver support in lv_conf.h, by cmake compiler define or by KConfig
.. code:: c
.. code-block:: c
#define LV_USE_X11 1
2. Optional configuration options:
- Direct Exit
.. code:: c
.. code-block:: c
#define LV_X11_DIRECT_EXIT 1 /*preferred default - ends the application automatically if last window has been closed*/
// or
@ -38,14 +38,14 @@ Configure X11 driver
- Double buffering
.. code:: c
.. code-block:: c
#define LV_X11_DOUBLE_BUFFER 1 /*preferred default*/
// or
#define LV_X11_DOUBLE_BUFFER 0 /*not recommended*/
- Render mode
.. code:: c
.. code-block:: c
#define LV_X11_RENDER_MODE_PARTIAL 1 /*LV_DISPLAY_RENDER_MODE_PARTIAL, preferred default*/
// or
@ -59,7 +59,7 @@ Usage
| The minimal initialisation opening a window and enabling keyboard/mouse support
| (e.g. in main.c, LV_X11_DIRECT_EXIT must be 1):
.. code:: c
.. code-block:: c
int main(int argc, char ** argv)
{
@ -85,7 +85,7 @@ Usage
| Full initialisation with mouse pointer symbol and own application exit handling
| (dependent on LV_X11_DIRECT_EXIT (can be 1 or 0))
.. code:: c
.. code-block:: c
bool terminated = false;

View File

@ -20,7 +20,7 @@ Configuring the driver
Enable the framebuffer driver support in lv_conf.h, by cmake compiler define or by KConfig. Additionally you may configure the rendering
mode.
.. code:: c
.. code-block:: c
#define LV_USE_LINUX_FBDEV 1
#define LV_LINUX_FBDEV_RENDER_MODE LV_DISPLAY_RENDER_MODE_PARTIAL
@ -31,7 +31,7 @@ Usage
To set up a framebuffer-based display, first create a display with ``lv_linux_fbdev_create``. Afterwards set the framebuffer device
node on the display (usually this is ``/dev/fb0``).
.. code:: c
.. code-block:: c
lv_display_t *disp = lv_linux_fbdev_create();
lv_linux_fbdev_set_file(disp, "/dev/fb0");

View File

@ -36,19 +36,19 @@ Configuring the driver
Enable the generic MIPI LCD driver support in lv_conf.h, by cmake compiler define or by KConfig
.. code:: c
.. code-block:: c
#define LV_USE_GENERIC_MIPI 1
.. note::
``LV_USE_GENERIC_MIPI`` is automatically enabled when a compatible driver is enabled.
:c:macro:`LV_USE_GENERIC_MIPI` is automatically enabled when a compatible driver is enabled.
Usage
-----
You need to implement two platform-dependent functions:
.. code:: c
.. code-block:: c
/* Send short command to the LCD. This function shall wait until the transaction finishes. */
int32_t my_lcd_send_cmd(lv_display_t *disp, const uint8_t *cmd, size_t cmd_size, const uint8_t *param, size_t param_size)
@ -89,7 +89,7 @@ Example
You can find a step-by-step guide and the actual implementation of the callbacks on an STM32F746 using STM32CubeIDE and the ST HAL libraries here: :ref:`lcd_stm32_guide`
.. code:: c
.. code-block:: c
#include "src/drivers/display/st7789/lv_st7789.h"
@ -172,14 +172,14 @@ Create flags
The third argument of the :cpp:func:`lv_lcd_generic_mipi_create()` function is a flag array. This can be used to configure the orientation and RGB ordering of the panel if the
default settings do not work for you. In particular, the generic MIPI driver accepts the following flags:
.. code:: c
.. code-block:: c
LV_LCD_FLAG_NONE
LV_LCD_FLAG_MIRROR_X
LV_LCD_FLAG_MIRROR_Y
LV_LCD_FLAG_BGR
You can pass multiple flags by ORing them together, e.g., :c:macro:`LV_LCD_FLAG_MIRROR_X | LV_LCD_FLAG_BGR`.
You can pass multiple flags by ORing them together, e.g., :c:macro:`LV_LCD_FLAG_MIRROR_X` ``|`` :c:macro:`LV_LCD_FLAG_BGR`.
Custom command lists
^^^^^^^^^^^^^^^^^^^^
@ -191,7 +191,7 @@ of the panel provides some example code with recommended register settings.
You can use the ``my_lcd_send_cmd()`` function to send an arbitrary command to the LCD controller. However, to make it easier to send a large number of parameters
the generic MIPI driver supports sending a custom command list to the controller. The commands must be put into a 'uint8_t' array:
.. code:: c
.. code-block:: c
static const uint8_t init_cmd_list[] = {
<command 1>, <number of parameters>, <parameter 1>, ... <parameter N>,

View File

@ -25,7 +25,7 @@ Configuring the driver
Enable the ILI9341 driver support in lv_conf.h, by cmake compiler define or by KConfig
.. code:: c
.. code-block:: c
#define LV_USE_ILI9341 1
@ -34,7 +34,7 @@ Usage
You need to implement two platform-dependent functions:
.. code:: c
.. code-block:: c
/* Send short command to the LCD. This function shall wait until the transaction finishes. */
int32_t my_lcd_send_cmd(lv_display_t *disp, const uint8_t *cmd, size_t cmd_size, const uint8_t *param, size_t param_size)
@ -50,7 +50,7 @@ You need to implement two platform-dependent functions:
To create an ILI9341-based display use the function
.. code:: c
.. code-block:: c
/**
* Create an LCD display with ILI9341 driver

View File

@ -80,7 +80,7 @@ Step-by-step instructions
#. We are ready with the hardware configuration. Save the configuration and let STM32Cube generate the source.
#. In the project tree clone the LVGL repository into the Middlewares/Third_Party folder (this tutorial uses the release/v9.0 branch of LVGL):
.. code:: dosbatch
.. code-block:: dosbatch
git clone https://github.com/lvgl/lvgl.git -b release/v9.0
@ -88,20 +88,20 @@ Step-by-step instructions
#. Open 'lv_conf.h', and in line 15 change ``#if 0`` to ``#if 1``.
#. Search for the string ``LV_USE_ST7735``, and enable the appropriate LCD driver by setting its value to 1. This example uses the ST7789 driver:
.. code:: c
.. code-block:: c
#define LV_USE_ST7789 1
#. Right click the folder 'Middlewares/Third_Party/lvgl/tests', select Resource Configurations/Exclude from Build..., check both Debug and Release, then press OK.
#. Right click the project name and select "Properties". In the C/C++ Build/Settings panel select MCU GCC Compiler/Include paths. In the Configuration dropdown select [ All configurations ]. Add the following Include path:
.. code:: c
.. code-block:: c
../Middlewares/Third_Party/lvgl
#. Open Core/Src/stm32xxx_it.c (the file name depends on the processor variation). Add 'lv_tick.h' to the Private includes section:
.. code:: c
.. code-block:: c
/* Private includes ----------------------------------------------------------*/
/* USER CODE BEGIN Includes */
@ -110,7 +110,7 @@ Step-by-step instructions
#. Find the function ``TIM2_IRQHandler``. Add a call to ``lv_tick_inc()``:
.. code:: c
.. code-block:: c
void TIM2_IRQHandler(void)
{
@ -126,7 +126,7 @@ Step-by-step instructions
#. Save the file, then open Core/Src/main.c. Add the following lines to the Private includes (if your LCD uses other than the ST7789, replace the driver path and header with the appropriate one):
.. code:: c
.. code-block:: c
/* Private includes ----------------------------------------------------------*/
/* USER CODE BEGIN Includes */
@ -136,7 +136,7 @@ Step-by-step instructions
#. Add the following lines to Private defines (change them according to your LCD specs):
.. code:: c
.. code-block:: c
#define LCD_H_RES 240
#define LCD_V_RES 320
@ -145,7 +145,7 @@ Step-by-step instructions
#. Add the following lines to the Private variables:
.. code:: c
.. code-block:: c
osThreadId LvglTaskHandle;
lv_display_t *lcd_disp;
@ -153,21 +153,21 @@ Step-by-step instructions
#. Add the following line to the Private function prototypes:
.. code:: c
.. code-block:: c
void ui_init(lv_display_t *disp);
void LVGL_Task(void const *argument);
#. Add the following lines after USER CODE BEGIN RTOS_THREADS:
.. code:: c
.. code-block:: c
osThreadDef(LvglTask, LVGL_Task, osPriorityIdle, 0, 1024);
LvglTaskHandle = osThreadCreate(osThread(LvglTask), NULL);
#. Copy and paste the hardware initialization and the transfer callback functions from the example code after USER CODE BEGIN 4:
.. code:: c
.. code-block:: c
/* USER CODE BEGIN 4 */
@ -250,7 +250,7 @@ Step-by-step instructions
#. Add the LVGL_Task() function. Replace the ``lv_st7789_create()`` call with the appropriate driver. You can change the default orientation by adjusting the parameter of ``lv_display_set_rotation()``. You will also need to create the display buffers here. This example uses a double buffering scheme with 1/10th size partial buffers. In most cases this is a good compromise between the required memory size and performance, but you are free to experiment with other settings.
.. code:: c
.. code-block:: c
void LVGL_Task(void const *argument)
{
@ -297,7 +297,7 @@ Step-by-step instructions
#. All that's left is to implement ``ui_init()`` to create the screen. Here's a simple "Hello World" example:
.. code:: c
.. code-block:: c
void ui_init(lv_display_t *disp)
{

View File

@ -11,7 +11,7 @@ Overview
:alt: Architectural overview of Renesas GLCDC
:align: center
|
<br/>
GLCDC is a multi-stage graphics output peripheral used in Renesas MCUs.
It is designed to automatically generate timing and data signals for different LCD panels.
@ -25,12 +25,15 @@ It is designed to automatically generate timing and data signals for different L
- Supports brightness adjustment, contrast adjustment, and gamma correction
- Supports GLCDC interrupts to handle frame-buffer switching or underflow detection
| Setting up a project and further integration with Renesas' ecosystem is described in detail on :ref:`page Renesas <renesas>`.
| Check out the following repositories for ready-to-use examples:
Setting up a project and further integration with Renesas' ecosystem is described in detail on :ref:`page Renesas <renesas>`.
Check out the following repositories for ready-to-use examples:
- `EK-RA8D1 <https://github.com/lvgl/lv_port_renesas_ek-ra8d1>`__
- `EK-RA6M3G <https://github.com/lvgl/lv_port_renesas_ek-ra6m3g>`__
- `RX72N Envision Kit <https://github.com/lvgl/lv_port_renesas_rx72n-envision-kit>`__
Prerequisites
-------------
@ -44,7 +47,7 @@ There is no need to implement any platform-specific functions.
The following code demonstrates using the diver in :cpp:enumerator:`LV_DISPLAY_RENDER_MODE_DIRECT` mode.
.. code:: c
.. code-block:: c
lv_display_t * disp = lv_renesas_glcdc_direct_create();
lv_display_set_default(disp);
@ -54,7 +57,7 @@ preferably in the fastest available memory region.
Buffer swapping can be activated by passing a second buffer of same size instead of the :cpp:expr:`NULL` argument.
.. code:: c
.. code-block:: c
static lv_color_t partial_draw_buf[DISPLAY_HSIZE_INPUT0 * DISPLAY_VSIZE_INPUT0 / 10] BSP_PLACE_IN_SECTION(".sdram") BSP_ALIGN_VARIABLE(1024);
@ -71,7 +74,7 @@ Screen rotation
Software based screen rotation is supported in partial mode. It uses the common API, no extra configuration is required:
.. code:: c
.. code-block:: c
lv_display_set_rotation(lv_display_get_default(), LV_DISP_ROTATION_90);
/* OR */

View File

@ -27,7 +27,7 @@ Configuring the driver
Enable the ST7735 driver support in lv_conf.h, by cmake compiler define or by KConfig
.. code:: c
.. code-block:: c
#define LV_USE_ST7735 1
@ -36,7 +36,7 @@ Usage
You need to implement two platform-dependent functions:
.. code:: c
.. code-block:: c
/* Send short command to the LCD. This function shall wait until the transaction finishes. */
int32_t my_lcd_send_cmd(lv_display_t *disp, const uint8_t *cmd, size_t cmd_size, const uint8_t *param, size_t param_size)
@ -52,7 +52,7 @@ You need to implement two platform-dependent functions:
To create an ST7735-based display use the function
.. code:: c
.. code-block:: c
/**
* Create an LCD display with ST7735 driver

View File

@ -26,7 +26,7 @@ Configuring the driver
Enable the ST7789 driver support in lv_conf.h, by cmake compiler define or by KConfig
.. code:: c
.. code-block:: c
#define LV_USE_ST7789 1
@ -35,7 +35,7 @@ Usage
You need to implement two platform-dependent functions:
.. code:: c
.. code-block:: c
/* Send short command to the LCD. This function shall wait until the transaction finishes. */
int32_t my_lcd_send_cmd(lv_display_t *disp, const uint8_t *cmd, size_t cmd_size, const uint8_t *param, size_t param_size)
@ -51,7 +51,7 @@ You need to implement two platform-dependent functions:
To create an ST7789-based display use the function
.. code:: c
.. code-block:: c
/**
* Create an LCD display with ST7789 driver

View File

@ -27,7 +27,7 @@ Configuring the driver
Enable the ST7796 driver support in lv_conf.h, by cmake compiler define or by KConfig
.. code:: c
.. code-block:: c
#define LV_USE_ST7796 1
@ -36,7 +36,7 @@ Usage
You need to implement two platform-dependent functions:
.. code:: c
.. code-block:: c
/* Send short command to the LCD. This function shall wait until the transaction finishes. */
int32_t my_lcd_send_cmd(lv_display_t *disp, const uint8_t *cmd, size_t cmd_size, const uint8_t *param, size_t param_size)
@ -52,7 +52,7 @@ You need to implement two platform-dependent functions:
To create an ST7796-based display use the function
.. code:: c
.. code-block:: c
/**
* Create an LCD display with ST7796 driver

View File

@ -15,7 +15,7 @@ You have the development version of libinput installed (usually ``libinput-dev``
installed as well (usually in ``/usr/share/libinput/*.quirks``). To test if your device is set up correctly for use with libinput, you can
run ``libinput list-devices``.
.. code:: console
.. code-block:: console
$ sudo libinput list-devices
...
@ -39,13 +39,13 @@ Configuring the driver
Enable the libinput driver support in lv_conf.h, by cmake compiler define or by KConfig.
.. code:: c
.. code-block:: c
#define LV_USE_LIBINPUT 1
Full keyboard support needs to be enabled separately.
.. code:: c
.. code-block:: c
#define LV_LIBINPUT_XKB 1
#define LV_LIBINPUT_XKB_KEY_MAP { .rules = NULL, .model = "pc101", .layout = "us", .variant = NULL, .options = NULL }
@ -58,7 +58,7 @@ Usage
To set up an input device via the libinput driver, all you need to do is call ``lv_libinput_create`` with the respective device type
(``LV_INDEV_TYPE_POINTER`` or ``LV_INDEV_TYPE_KEYPAD``) and device node path (e.g. ``/dev/input/event5``).
.. code:: c
.. code-block:: c
lv_indev_t *indev = lv_libinput_create(LV_INDEV_TYPE_POINTER, "/dev/input/event5");
@ -67,7 +67,7 @@ Note that touchscreens are treated as (absolute) pointer devices by the libinput
Depending on your system, the device node paths might not be stable across reboots. If this is the case, you can use ``lv_libinput_find_dev``
to find the first device that has a specific capability.
.. code:: c
.. code-block:: c
char *path = lv_libinput_find_dev(LV_LIBINPUT_CAPABILITY_TOUCH, true);
@ -77,7 +77,7 @@ all devices that have a specific capability, use ``lv_libinput_find_devs``.
If you want to connect a keyboard device to a textarea, create a dedicated input group and set it on both the indev and textarea.
.. code:: c
.. code-block:: c
lv_obj_t *textarea = lv_textarea_create(...);
...

View File

@ -22,14 +22,14 @@ Configure OpenGL driver
1. Required linked libraries: -lGL -lGLEW -lglfw
2. Enable the OpenGL driver support in lv_conf.h, by cmake compiler define or by KConfig
.. code:: c
.. code-block:: c
#define LV_USE_OPENGLES 1
Basic usage
-----------
.. code:: c
.. code-block:: c
#include "lvgl/lvgl.h"
#include "lvgl/examples/lv_examples.h"

View File

@ -18,7 +18,7 @@ Configuring the driver
Enable the Linux LVGL evdev driver support in ``lv_conf.h``.
.. code:: c
.. code-block:: c
#define LV_USE_EVDEV 1
@ -28,14 +28,14 @@ Usage
To set up an event input, first create an input device with ``lv_edev_create`` setting it to the correct Linux event device.
Then link this to the LVGL display with ``lv_indev_set_display``.
.. code:: c
.. code-block:: c
lv_indev_t *touch = lv_evdev_create(LV_INDEV_TYPE_POINTER, "/dev/input/event0");
lv_indev_set_display(touch, disp);
Ensure that an ``lv_display_t`` object is already created for ``disp``. An example for this is shown below, using the Linux framebuffer driver.
.. code:: c
.. code-block:: c
lv_display_t * disp = lv_linux_fbdev
lv_linux_fbdev_set_file(disp, "/dev/fb0");_create();

View File

@ -1,6 +1,6 @@
=======
========
Touchpad
=======
========
.. toctree::
:maxdepth: 2

View File

@ -46,14 +46,14 @@ Configure Windows driver
Enable the Windows driver support in lv_conf.h, by cmake compiler define or by KConfig
.. code:: c
.. code-block:: c
#define LV_USE_WINDOWS 1
Usage
-----
.. code:: c
.. code-block:: c
#include <Windows.h>
#include "lvgl/lvgl.h"

View File

@ -85,7 +85,7 @@ this debug information to the serial interface. To enable this feature
you have to edit the ``lv_conf.h`` file and enable logging in the
section ``log settings``:
.. code:: c
.. code-block:: c
/*Log settings*/
#define USE_LV_LOG 1 /*Enable/disable the log module*/

View File

@ -1,5 +1,5 @@
==========
Platformio
PlatformIO
==========
TODO

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@ -82,7 +82,7 @@ Let's dive right into an example!
A simple example
~~~~~~~~~~~~~~~~
.. code:: python
.. code-block:: python
lv.start() # start LVGL
scr = lv.screen_active() # get default screen

View File

@ -16,7 +16,7 @@ Using the simulator on a PC has the following advantages:
- Easy Validation: The simulator is also very useful to report bugs because it
provides a common platform for every user.
- Better developer experience: On PC Debuggers are usually faster and better, you can log to files,
add a lot of ``printf``-s, do profiling, and so on.
add a lot of ``printf`` s, do profiling, and so on.
Select an IDE
@ -48,7 +48,7 @@ another driver in ``lv_conf.h`` and calling its ``create`` function.
For example to use the Linux frame buffer device instead of SDL just enable ``LV_USE_LINUX_FBDEV``
and call
.. code:: c
.. code-block:: c
lv_display_t *display = lv_linux_fbdev_create();
lv_linux_fbdev_set_file(display, "/dev/fb0")

View File

@ -88,14 +88,14 @@ First you need to install the pre-requisites on your system
Let's use the `Windows Subsystem for
Linux <https://acassis.wordpress.com/2018/01/10/how-to-build-nuttx-on-windows-10/>`__
.. code:: shell
.. code-block:: shell
$ sudo apt-get install automake bison build-essential flex gcc-arm-none-eabi gperf git libncurses5-dev libtool libusb-dev libusb-1.0.0-dev pkg-config kconfig-frontends openocd
Now let's create a workspace to save our files
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code:: shell
.. code-block:: shell
$ mkdir ~/nuttxspace
$ cd ~/nuttxspace
@ -103,7 +103,7 @@ Now let's create a workspace to save our files
Clone the NuttX and Apps repositories:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code:: shell
.. code-block:: shell
$ git clone https://github.com/apache/incubator-nuttx nuttx
$ git clone https://github.com/apache/incubator-nuttx-apps apps
@ -111,7 +111,7 @@ Clone the NuttX and Apps repositories:
Configure NuttX to use the stm32f429i-disco board and the LVGL Demo
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code:: shell
.. code-block:: shell
$ ./tools/configure.sh stm32f429i-disco:lvgl
$ make
@ -119,7 +119,7 @@ Configure NuttX to use the stm32f429i-disco board and the LVGL Demo
If everything went fine you should have now the file ``nuttx.bin`` to
flash on your board:
.. code:: shell
.. code-block:: shell
$ ls -l nuttx.bin
-rwxrwxr-x 1 alan alan 287144 Jun 27 09:26 nuttx.bin
@ -127,13 +127,13 @@ flash on your board:
Flashing the firmware in the board using OpenOCD:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code:: shell
.. code-block:: shell
$ sudo openocd -f interface/stlink-v2.cfg -f target/stm32f4x.cfg -c init -c "reset halt" -c "flash write_image erase nuttx.bin 0x08000000"
Reset the board and using the 'NSH>' terminal start the LVGL demo:
.. code:: shell
.. code-block:: shell
nsh> lvgldemo

View File

@ -37,15 +37,21 @@ Follow the generic instructions for getting started with LVGL. After copying
`lv_conf_template.h` to `lv_conf.h` make the following changes to the latter:
1. Enable QNX support:
.. code::
.. code-block:: c
#define LV_USE_QNX 1
2. Set colour depth to 32:
.. code::
.. code-block:: c
#define LV_COLOR_DEPTH 32
3. (Optional) Enable double-buffering:
.. code::
.. code-block:: c
#define LV_QNX_BUF_COUNT 2
Build LVGL as a Library
@ -59,7 +65,7 @@ The top-level `qnx` directory includes a recursive make file for building LVGL,
both as a shared library and as a static library for the supported
architectures. To build all libraries, simply invoke `make` in this directory:
.. code:: shell
.. code-block:: shell
# cd $(LVGL_ROOT)/env_support/qnx
# make
@ -68,7 +74,7 @@ If you prefer to build for a specific architecture and variant, go to the
appropriate directory and run `make` there. For example, to build a shared
library for ARMv8:
.. code:: shell
.. code-block:: shell
# cd $(LVGL_ROOT)/env_support/qnx/aarch64/so.le
# make
@ -97,7 +103,7 @@ identical to that of a LVGL application written for any other platform.
The following code shows how to create a "Hello World" application:
.. code:: c
.. code-block:: c
#include <lvgl.h>
@ -135,7 +141,7 @@ and then linking against the library. This can be done in many ways, using
different build systems. The following is a simple make file for the example
above, which builds for ARMv8 with the shared library:
.. code:: makefile
.. code-block:: makefile
CC=qcc -Vgcc_ntoaarch64le

View File

@ -42,26 +42,26 @@ To setup your development environment refer to the
After you completed the setup above you can check out all of the `provided samples <https://docs.zephyrproject.org/latest/samples/>`__ for various boards.
You can check the list of available boards using:
.. code:: shell
.. code-block:: shell
$ west boards
After you chose a board you can build one of the LVGL demos for it. Here we are using the :code:`native_posix`
board, which allows for running the application on your posix compliant host system:
.. code:: shell
.. code-block:: shell
$ west build -b native_posix samples/modules/lvgl/demos
To run the application on your host:
.. code:: shell
.. code-block:: shell
$ west build -t run
In case you chose any of the other supported boards you can flash to the device with:
.. code:: shell
.. code-block:: shell
$ west flash
@ -79,7 +79,7 @@ Zephyr includes a powerful shell implementation that can be enabled with the Kco
The shell offers enabling/disabling of LVGL monkeys:
.. code:: shell
.. code-block:: shell
# Create a new monkey with the given indev type
uart$ lvgl monkey create [pointer|keypad|button|encoder]
@ -90,7 +90,7 @@ The shell offers enabling/disabling of LVGL monkeys:
This is useful for checking your application for memory leaks and other bugs.
Speaking of memory leaks, you can also acquire stats of the memory used by LVGL
.. code:: shell
.. code-block:: shell
uart$ lvgl stats memory
@ -114,7 +114,7 @@ they are created at application start up before :code:`main()` is executed.
Most boards or shields that have a display or display connector have the pointer input device already declared:
.. code::
.. code-block::
lvgl_pointer {
compatible = "zephyr,lvgl-pointer-input";
@ -124,7 +124,7 @@ Most boards or shields that have a display or display connector have the pointer
You can access the underlying lvgl :code:`lv_indev_t` for configuration.
Example with the encoder device to assign a :code:`lv_group_t`:
.. code:: c
.. code-block:: c
const struct device *lvgl_encoder = DEVICE_DT_GET(DT_COMPAT_GET_ANY_STATUS_OKAY(zephyr_lvgl_encoder_input));
@ -146,7 +146,7 @@ Kconfig
Aside from enabling the shell you can also use Kconfig to finetune
the footprint of your application.
.. code::
.. code-block::
# Size of the memory region from which lvgl memory is allocated
CONFIG_LV_Z_MEM_POOL_SIZE=8192

View File

@ -45,7 +45,7 @@ be :c:macro:`LV_GRID_TEMPLATE_LAST`.
For example:
.. code:: c
.. code-block:: c
static int32_t column_dsc[] = {100, 400, LV_GRID_TEMPLATE_LAST}; /*2 columns with 100 and 400 ps width*/
static int32_t row_dsc[] = {100, 100, 100, LV_GRID_TEMPLATE_LAST}; /*3 100 px tall rows*/

View File

@ -15,7 +15,7 @@ If enabled in ``lv_conf.h`` by :c:macro:`LV_USE_BMP` LVGL will register a new
image decoder automatically so BMP files can be directly used as image
sources. For example:
.. code:: c
.. code-block:: c
lv_image_set_src(my_img, "S:path/to/picture.bmp");

View File

@ -13,7 +13,7 @@ Install FFmpeg
Download first FFmpeg from `here <https://www.ffmpeg.org/download.html>`__, then install it:
.. code:: shell
.. code-block:: shell
./configure --disable-all --disable-autodetect --disable-podpages --disable-asm --enable-avcodec --enable-avformat --enable-decoders --enable-encoders --enable-demuxers --enable-parsers --enable-protocol='file' --enable-swscale --enable-zlib
make
@ -33,9 +33,10 @@ Enable :c:macro:`LV_USE_FFMPEG` in ``lv_conf.h``.
See the examples below.
:Note: FFmpeg extension doesn't use LVGL's file system. You can
simply pass the path to the image or video as usual on your operating
system or platform.
:note: FFmpeg extension doesn't use LVGL's file system. You can
simply pass the path to the image or video as usual on your operating
system or platform.
.. _ffmpeg_example:

View File

@ -37,7 +37,7 @@ FLASH space.
- Copy the FreeType source code to your project directory.
- Refer to the following ``Makefile`` for configuration:
.. code:: make
.. code-block:: make
# FreeType custom configuration header file
CFLAGS += -DFT2_BUILD_LIBRARY

View File

@ -57,7 +57,7 @@ To use the memory-mapped file emulation an ``lv_fs_path_ex_t`` object must be
created and initialized. This object can be passed to :cpp:func:`lv_fs_open` as
the file name:
.. code:: c
.. code-block:: c
lv_fs_path_ex_t mempath;
lv_fs_file_t file;

View File

@ -27,7 +27,7 @@ Use GIF images from file
For example:
.. code:: c
.. code-block:: c
lv_gif_set_src(obj, "S:path/to/example.gif");

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@ -19,7 +19,8 @@ When enabled :c:macro:`lv_littlefs_set_handler` can be used to set up a mount po
Example
-------
.. code:: c
.. code-block:: c
#include "lfs.h"
// configuration of the filesystem is provided by this struct

View File

@ -16,14 +16,14 @@ Library source: https://github.com/libjpeg-turbo/libjpeg-turbo
Install
-------
.. code:: bash
.. code-block:: bash
sudo apt install libjpeg-turbo8-dev
Add libjpeg-turbo to your project
---------------------------------
.. code:: cmake
.. code-block:: cmake
find_package(JPEG REQUIRED)
include_directories(${JPEG_INCLUDE_DIR})

View File

@ -11,14 +11,14 @@ Detailed introduction: http://www.libpng.org/pub/png/libpng.html
Install
-------
.. code:: bash
.. code-block:: bash
sudo apt install libpng-dev
Add libpng to your project
--------------------------
.. code:: cmake
.. code-block:: cmake
find_package(PNG REQUIRED)
include_directories(${PNG_INCLUDE_DIR})

View File

@ -1,4 +1,4 @@
.. _lodepng:
.. _lodepng_rst:
===============
LodePNG decoder
@ -12,11 +12,12 @@ If enabled in ``lv_conf.h`` by :c:macro:`LV_USE_LODEPNG` LVGL will register a ne
image decoder automatically so PNG files can be directly used as any
other image sources.
:Note: a file system driver needs to be registered to open images from
files. Read more about it :ref:`overview_file_system` or just
enable one in ``lv_conf.h`` with ``LV_USE_FS_...``
:note: a file system driver needs to be registered to open images from
files. Read more about it :ref:`overview_file_system` or just
enable one in ``lv_conf.h`` with ``LV_USE_FS_...``
The whole PNG image is decoded, so ``width x height x 4`` bytes free RAM space is required.
The whole PNG image is decoded, so ``width x height x 4`` bytes free RAM space is required.
The decoded image is stored in RGBA pixel format.
As it might take significant time to decode PNG images LVGL's :ref:`overview_image_caching` feature can be useful.
@ -25,13 +26,13 @@ Compress PNG files
------------------
PNG file format supports True color (24/32 bit), and 8-bit palette colors.
Usually cliparts, drawings, icons and simple graphics are stored in PNG format,
that do not use the whole color space, so it is possible to compress further
Usually cliparts, drawings, icons and simple graphics are stored in PNG format,
that do not use the whole color space, so it is possible to compress further
the image by using 8-bit palette colors, instead of 24/32 bit True color format.
Because embedded devices have limited (flash) storage, it is recommended
Because embedded devices have limited (flash) storage, it is recommended
to compress images.
One option is to use a free online PNG compressor site,
One option is to use a free online PNG compressor site,
for example Compress PNG: https://compresspng.com/
.. _lodepng_example:

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@ -34,7 +34,7 @@ If the coming pixels are not repeated, it stores the non-repeat count value and
original color value. For more details, the script used to compress the image
can be found from ``lvgl/script/LVGLImage.py``.
.. code:: python
.. code-block:: python
def rle_compress(self, data: bytearray, blksize: int, threshold=16):
index = 0
@ -71,7 +71,7 @@ Usage
To use the RLE Decoder, enable it in ``lv_conf.h`` configuration file by setting :c:macro:`LV_USE_RLE` to `1`.
The RLE image can be used same as other images.
.. code:: c
.. code-block:: c
lv_image_set_src(img, "path/to/image.rle");
@ -81,6 +81,6 @@ Generate RLE compressed binary images
The image can be directly generated using script ``lvgl/script/LVGLImage.py``
.. code:: bash
.. code-block:: bash
./script/LVGLImage.py --ofmt BIN --cf I8 --compress RLE cogwheel.png

View File

@ -24,7 +24,7 @@ To build on desktop you can follow the instructions from Rlottie's
In the most basic case it looks like this:
.. code:: shell
.. code-block:: shell
mkdir rlottie_workdir
cd rlottie_workdir
@ -59,7 +59,7 @@ Use Rlottie from file
To create a Lottie animation from file use:
.. code:: c
.. code-block:: c
lv_obj_t * lottie = lv_rlottie_create_from_file(parent, width, height, "path/to/lottie.json");
@ -79,13 +79,13 @@ following reasons:
``lvgl/scripts/filetohex.py`` can be used to convert a Lottie file a hex
array. E.g.:
.. code:: shell
.. code-block:: shell
./filetohex.py path/to/lottie.json > out.txt
To create an animation from raw data:
.. code:: c
.. code-block:: c
extern const uint8_t lottie_data[];
lv_obj_t* lottie = lv_rlottie_create_from_raw(parent, width, height, (const char *)lottie_data);
@ -107,7 +107,7 @@ LVGL provides two functions to control the animation mode:
You'll combine your intentions when calling the first method, like in
these examples:
.. code:: c
.. code-block:: c
lv_obj_t * lottie = lv_rlottie_create_from_file(scr, 128, 128, "test.json");
lv_obj_center(lottie);
@ -180,7 +180,7 @@ limitations:
- Build the lottie animation to be sized for the intended size
- it can scale/resize, but performance will be best when the base lottie size is as intended
- Limit total number of frames, the longer the lottie animation is,
the more memory it will consume for rendering (rlottie consumes IRAM for rendering)
the more memory it will consume for rendering (rlottie consumes IRAM for rendering)
- Build the lottie animation for the intended frame rate
- default lottie is 60fps, embedded LCDs likely won't go above 30fps
@ -190,7 +190,7 @@ IDF Setup
Where the LVGL simulator uses the installed rlottie lib, the IDF works
best when using rlottie as a submodule under the components directory.
.. code:: shell
.. code-block:: shell
cd 'your/project/directory'
git add submodule
@ -224,7 +224,7 @@ Copy this CMakeLists file to
In addition to the component CMakeLists file, you'll also need to tell
your project level CMakeLists in your IDF project to require rlottie:
.. code:: console
.. code-block:: console
REQUIRES "lvgl" "rlottie"
@ -274,7 +274,7 @@ your espressif project. This is as simple as swapping
IDF) with the appropriate :cpp:expr:`MALLOC_CAP` call - for SPIRAM usage this is
:cpp:expr:`MALLOC_CAP_SPIRAM`.
.. code:: c
.. code-block:: c
rlottie->allocated_buf = heap_caps_malloc(allocated_buf_size+1, MALLOC_CAP_SPIRAM);

View File

@ -30,19 +30,20 @@ as image sources.
For example:
.. code:: c
.. code-block:: c
lv_image_set_src(my_img, "S:path/to/picture.jpg");
:Note: a file system driver needs to be registered to open images from
files. Read more about :ref:`overview_file_system` or just
enable one in ``lv_conf.h`` with ``LV_USE_FS_...`` config.
:note: a file system driver needs to be registered to open images from
files. Read more about :ref:`overview_file_system` or just
enable one in ``lv_conf.h`` with ``LV_USE_FS_...`` config.
Converter
---------
Converting JPEG to C array
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~
- Use lvgl online tool https://lvgl.io/tools/imageconverter
- Color format = RAW, output format = C Array

View File

@ -84,7 +84,7 @@ You can use :cpp:func:`lv_file_explorer_get_cur_path` to get the current path
and :cpp:func:`lv_file_explorer_get_sel_fn` to get the name of the currently
selected file in the event processing function. For example:
.. code:: c
.. code-block:: c
static void file_explorer_event_handler(lv_event_t * e)
{

View File

@ -32,7 +32,7 @@ Enable :c:macro:`LV_USE_FRAGMENT` in ``lv_conf.h``.
Create Fragment Class
~~~~~~~~~~~~~~~~~~~~~
.. code:: c
.. code-block:: c
struct sample_fragment_t {
/* IMPORTANT: don't miss this part */
@ -53,7 +53,7 @@ Create Fragment Class
Use ``lv_fragment_manager``
~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code:: c
.. code-block:: c
/* Create fragment instance, and objects will be added to container */
lv_fragment_manager_t *manager = lv_fragment_manager_create(container, NULL);
@ -63,7 +63,7 @@ Use ``lv_fragment_manager``
Fragment Based Navigation
~~~~~~~~~~~~~~~~~~~~~~~~~
.. code:: c
.. code-block:: c
/* Add one instance into manager stack. View object of current fragment will be destroyed,
* but instances created in class constructor will be kept.

View File

@ -13,7 +13,8 @@ Normally, an environment where :ref:`lv_keyboard` can
run can also run ``lv_ime_pinyin``. There are two main influencing
factors: the size of the font file and the size of the dictionary.
.. _ime_pinyin_example:
.. _ime_pinyin_usage:
Usage
-----
@ -37,6 +38,7 @@ custom fonts and thesaurus.
In the process of using the Pinyin input method plug-in, you can change
the keyboard and dictionary at any time.
Custom dictionary
-----------------
@ -62,7 +64,7 @@ to learn about the Hanyu Pinyin syllables and the syllable table.
Then, write your own dictionary according to the following format:
.. code:: c
.. code-block:: c
lv_100ask_pinyin_dict_t your_pinyin_dict[] = {
{ "a", "啊阿呵吖" },
@ -79,6 +81,7 @@ Then, write your own dictionary according to the following format:
**The last item** must end with ``{null, null}``, or it will not work
properly.
.. _ime_pinyin_apply_new_dictionary:
Apply new dictionary
@ -87,11 +90,12 @@ Apply new dictionary
After writing a dictionary according to the above dictionary format, you
only need to call this function to set up and use your dictionary:
.. code:: c
.. code-block:: c
lv_obj_t * pinyin_ime = lv_100ask_pinyin_ime_create(lv_screen_active());
lv_100ask_pinyin_ime_set_dict(pinyin_ime, your_pinyin_dict);
.. _ime_pinyin_modes:
Modes
@ -108,6 +112,7 @@ The ``TEXT`` modes' layout contains buttons to change mode.
To set the mode manually, use :cpp:expr:`lv_ime_pinyin_set_mode(pinyin_ime, mode)`.
The default mode is :cpp:enumerator:`LV_IME_PINYIN_MODE_K26`.
.. _ime_pinyin_example:
Example

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@ -31,7 +31,7 @@ Set :c:macro:`LV_USE_OBJ_ID_BUILTIN` to `0` in ``lv_conf.h``.
Below APIs needed to be implemented and linked to lvgl.
.. code:: c
.. code-block:: c
void lv_obj_set_id(lv_obj_t * obj, void * id);
void lv_obj_assign_id(const lv_obj_class_t * class_p, lv_obj_t * obj);
@ -51,7 +51,7 @@ currently being constructed.
Dump obj tree
~~~~~~~~~~~~~
Use API :cpp:expr:`lv_obj_dump_tree(lv_obj_t * obj, int depth)` to dump the object tree.
Use API ``lv_obj_dump_tree(lv_obj_t * obj, int depth)`` to dump the object tree.
It will walk through all children and print the object ID together with object address.
This is useful to debug UI crash. From log we can rebuilt UI the moment before crash.
@ -62,5 +62,5 @@ From the dump log we can clearly see that the obj does not exist.
Find child by ID
~~~~~~~~~~~~~~~~
Use API :cpp:expr:`lv_obj_t * lv_obj_get_child_by_id(const lv_obj_t * obj, void * id);` to find a child by ID.
Use API ``lv_obj_t * lv_obj_get_child_by_id(const lv_obj_t * obj, void * id)`` to find a child by ID.
It will walk through all children and return the first child with the given ID.

View File

@ -18,7 +18,7 @@ Two APIs are provided to get/set widget properties. It can be enabled by setting
Set :c:macro:`LV_USE_OBJ_PROPERTY_NAME` to `1` in order to use property name instead of ID.
.. code:: c
.. code-block:: c
typedef struct {
lv_prop_id_t id;
@ -75,7 +75,7 @@ additional code to convert values from dict, table etc to a C struct before sett
Another possible use case is to ease of creating UI from lots of code. For example, you can gather
all properties to an array now and set properties with a for loop.
.. code:: c
.. code-block:: c
lv_property_t props[] = {
{ .id = LV_PROPERTY_IMAGE_SRC, .ptr = &img_demo_widgets_avatar, },

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@ -19,7 +19,7 @@ It consists of:
A typical use case looks like this:
.. code:: c
.. code-block:: c
//It's a global variable
lv_subject_t my_subject;
@ -80,14 +80,14 @@ Subject initialization
Subjects have to be static or global :cpp:type:`lv_subject_t` type variables.
To initialize a subject use :cpp:expr:`lv_subject_init_<type>(&subject, params, init_value)`.
To initialize a subject use ``lv_subject_init_<type>(&subject, params, init_value)``.
The following initializations exist for types:
- **Integer** :cpp:expr:`void lv_subject_init_int(lv_subject_t * subject, int32_t value)`
- **String** :cpp:expr:`void lv_subject_init_string(lv_subject_t * subject, char * buf, char * prev_buf, size_t size, const char * value)`
- **Pointer** :cpp:expr:`void lv_subject_init_pointer(lv_subject_t * subject, void * value)`
- **Color** :cpp:expr:`void lv_subject_init_color(lv_subject_t * subject, lv_color_t color)`
- **Group** :cpp:expr:`void lv_subject_init_group(lv_subject_t * subject, lv_subject_t * list[], uint32_t list_len)`
- **Integer** ``void lv_subject_init_int(lv_subject_t * subject, int32_t value)``
- **String** ``void lv_subject_init_string(lv_subject_t * subject, char * buf, char * prev_buf, size_t size, const char * value)``
- **Pointer** ``void lv_subject_init_pointer(lv_subject_t * subject, void * value)``
- **Color** ``void lv_subject_init_color(lv_subject_t * subject, lv_color_t color)``
- **Group** ``void lv_subject_init_group(lv_subject_t * subject, lv_subject_t * list[], uint32_t list_len)``
Set subject value
@ -95,10 +95,10 @@ Set subject value
The following functions can be used to set a subject's value:
- **Integer** :cpp:expr:`void lv_subject_set_int(lv_subject_t * subject, int32_t value)`
- **String** :cpp:expr:`void lv_subject_copy_string(lv_subject_t * subject, char * buf)`
- **Pointer** :cpp:expr:`void lv_subject_set_pointer(lv_subject_t * subject, void * ptr)`
- **Color** :cpp:expr:`void lv_subject_set_color(lv_subject_t * subject, lv_color_t color)`
- **Integer** ``void lv_subject_set_int(lv_subject_t * subject, int32_t value)``
- **String** ``void lv_subject_copy_string(lv_subject_t * subject, char * buf)``
- **Pointer** ``void lv_subject_set_pointer(lv_subject_t * subject, void * ptr)``
- **Color** ``void lv_subject_set_color(lv_subject_t * subject, lv_color_t color)``
Get subject's value
-------------------
@ -106,10 +106,10 @@ Get subject's value
The following functions can be used to get a subject's value:
- **Integer** :cpp:expr:`int32_t lv_subject_get_int(lv_subject_t * subject)`
- **String** :cpp:expr:`const char * lv_subject_get_string(lv_subject_t * subject)`
- **Pointer** :cpp:expr:`const void * lv_subject_get_pointer(lv_subject_t * subject)`
- **Color** :cpp:expr:`lv_color_t lv_subject_get_color(lv_subject_t * subject)`
- **Integer** ``int32_t lv_subject_get_int(lv_subject_t * subject)``
- **String** ``const char * lv_subject_get_string(lv_subject_t * subject)``
- **Pointer** ``const void * lv_subject_get_pointer(lv_subject_t * subject)``
- **Color** ``lv_color_t lv_subject_get_color(lv_subject_t * subject)``
Get subject's previous value
@ -118,10 +118,10 @@ Get subject's previous value
The following functions can be used to get a subject's previous value:
- **Integer** :cpp:expr:`int32_t lv_subject_get_previous_int(lv_subject_t * subject)`
- **String** :cpp:expr:`const char * lv_subject_get_previous_string(lv_subject_t * subject)`
- **Pointer** :cpp:expr:`const void * lv_subject_get_previous_pointer(lv_subject_t * subject)`
- **Color** :cpp:expr:`lv_color_t lv_subject_get_previous_color(lv_subject_t * subject)`
- **Integer** ``int32_t lv_subject_get_previous_int(lv_subject_t * subject)``
- **String** ``const char * lv_subject_get_previous_string(lv_subject_t * subject)``
- **Pointer** ``const void * lv_subject_get_previous_pointer(lv_subject_t * subject)``
- **Color** ``lv_color_t lv_subject_get_previous_color(lv_subject_t * subject)``
.. _observer_observer:
@ -133,14 +133,14 @@ Subscribe to a subject
To subscribe to a subject the following function can be used:
.. code:: c
.. code-block:: c
lv_observer_t * observer = lv_subject_add_observer(&some_subject, some_observer_cb, user_data);
Where the observer callback should look like this:
.. code:: c
.. code-block:: c
static void some_observer_cb(lv_observer_t * observer, lv_subject_t * subject)
{
@ -153,14 +153,14 @@ In this case when widget is deleted, it will automatically unsubscribe from the
In the observer callback :cpp:expr:`lv_observer_get_target(observer)` can be used to get the saved widget.
.. code:: c
.. code-block:: c
lv_observer_t * observer = lv_subject_add_observer_obj(&some_subject, some_observer_cb, obj, user_data);
In more generic case any pointer can be saved a target:
.. code:: c
.. code-block:: c
lv_observer_t * observer = lv_subject_add_observer_with_target(&some_subject, some_observer_cb, some_pointer, user_data);
@ -169,16 +169,16 @@ In more generic case any pointer can be saved a target:
Unsubscribe from a subject
--------------------------
.. code:: c
.. code-block:: c
//`observer` is the return value of `lv_subject_add_observer*`
/* `observer` is the return value of `lv_subject_add_observer*` */
lv_observer_remove(observer);
To unsubscribe a widget from a given or all subject use:
.. code:: c
.. code-block:: c
lv_obj_remove_from_subject(obj, subject); //`subject` can be NULL to unsubcribe from all
lv_obj_remove_from_subject(obj, subject); /* `subject` can be NULL to unsubcribe from all */
.. _observer_subject_groups:
@ -199,7 +199,8 @@ and it needs to know all 3 parameters to compose its text.
To handle this you can create an array from some existing subjects and pass
this array as a parameter when you initialize a subject with group type.
.. code:: c
.. code-block:: c
static lv_subject_t * subject_list[3] = {&subject_1, &subject_2, &subject_3};
lv_subject_init_group(&subject_all, subject_list, 3); /*The last parameter is the number of elements*/
@ -208,7 +209,7 @@ The trick is that when any element of the group is notified the subject group wi
The above Voltage/Current measurement example looks like this in the practice:
.. code:: c
.. code-block:: c
lv_obj_t * label = lv_label_create(lv_screen_active());
@ -241,6 +242,7 @@ The above Voltage/Current measurement example looks like this in the practice:
lv_label_set_text_fmt(label, "%s: %d %s", mode ? "Current" : "Voltage", value, unit);
}
.. _observer_widget_binding:
Widget binding
@ -251,31 +253,31 @@ Base object
Set an object flag if an integer subject's value is equal to a reference value, clear the flag otherwise
.. code:: c
.. code-block:: c
observer = lv_obj_bind_flag_if_eq(obj, &subject, LV_OBJ_FLAG_*, ref_value);
Set an object flag if an integer subject's value is not equal to a reference value, clear the flag otherwise
.. code:: c
.. code-block:: c
observer = lv_obj_bind_flag_if_not_eq(obj, &subject, LV_OBJ_FLAG_*, ref_value);
Set an object state if an integer subject's value is equal to a reference value, clear the flag otherwise
.. code:: c
.. code-block:: c
observer = lv_obj_bind_state_if_eq(obj, &subject, LV_STATE_*, ref_value);
Set an object state if an integer subject's value is not equal to a reference value, clear the flag otherwise
.. code:: c
.. code-block:: c
observer = lv_obj_bind_state_if_not_eq(obj, &subject, LV_STATE_*, ref_value);
Set an integer subject to 1 when an object is checked and set it 0 when unchecked.
.. code:: c
.. code-block:: c
observer = lv_obj_bind_checked(obj, &subject);
@ -286,7 +288,7 @@ Bind an integer, string, or pointer (pointing to a string) subject to a label.
An optional format string can be added with 1 format specifier (e.g. ``"%d °C"``)
If the format string is ``NULL`` the value will be used directly. In this case on string and pointer type subjects can be used.
.. code:: c
.. code-block:: c
observer = lv_label_bind_text(obj, &subject, format_string);
@ -296,7 +298,7 @@ Arc
Bind an integer subject to an arc's value.
.. code:: c
.. code-block:: c
observer = lv_arc_bind_value(obj, &subject);
@ -305,7 +307,7 @@ Slider
Bind an integer subject to a slider's value
.. code:: c
.. code-block:: c
observer = lv_slider_bind_value(obj, &subject);
@ -314,7 +316,7 @@ Roller
Bind an integer subject to a roller's value
.. code:: c
.. code-block:: c
observer = lv_roller_bind_value(obj, &subject);
@ -323,7 +325,7 @@ Drop-down
---------
Bind an integer subject to a drop-down's value
.. code:: c
.. code-block:: c
observer = lv_dropdown_bind_value(obj, &subject);

View File

@ -36,7 +36,7 @@ to invalidate cache by :cpp:func:`lv_image_cache_drop` before destroy the draw b
Below code snippet explains usage of this API.
.. code:: c
.. code-block:: c
void update_snapshot(lv_obj_t * obj, lv_obj_t * img_snapshot)
{

View File

@ -10,7 +10,7 @@ calling an "animator" function with the corresponding value parameter.
The *animator* functions have the following prototype:
.. code:: c
.. code-block:: c
void func(void * var, lv_anim_var_t value);
@ -26,7 +26,7 @@ Create an animation
To create an animation an :cpp:type:`lv_anim_t` variable has to be initialized
and configured with ``lv_anim_set_...()`` functions.
.. code:: c
.. code-block:: c
/* INITIALIZE AN ANIMATION

View File

@ -21,7 +21,7 @@ RGB
Create colors from Red, Green and Blue channel values:
.. code:: c
.. code-block:: c
/*All channels are 0-255*/
lv_color_t c = lv_color_make(red, green, blue);
@ -41,7 +41,7 @@ HSV
Create colors from Hue, Saturation and Value values:
.. code:: c
.. code-block:: c
//h = 0..359, s = 0..100, v = 0..100
lv_color_t c = lv_color_hsv_to_rgb(h, s, v);
@ -100,7 +100,7 @@ Modify and mix colors
The following functions can modify a color:
.. code:: c
.. code-block:: c
// Lighten a color. 0: no change, 255: white
lv_color_t c = lv_color_lighten(c, lvl);

View File

@ -98,13 +98,13 @@ This is an internal mechanism and doesn't matter much as you use LVGL.
However, there is one case in which you need to be aware of the
implementation. If the style(s) of an object are removed by
.. code:: c
.. code-block:: c
lv_obj_remove_style_all(obj)
or
.. code:: c
.. code-block:: c
lv_obj_remove_style(obj, NULL, LV_PART_MAIN);
@ -112,7 +112,7 @@ the earlier set coordinates will be removed as well.
For example:
.. code:: c
.. code-block:: c
/*The size of obj1 will be set back to the default in the end*/
lv_obj_set_size(obj1, 200, 100); /*Now obj1 has 200;100 size*/
@ -133,7 +133,7 @@ Simple way
To simply set the x and y coordinates of an object use:
.. code:: c
.. code-block:: c
lv_obj_set_x(obj, 10); //Separate...
lv_obj_set_y(obj, 20);
@ -146,7 +146,7 @@ pixels of padding on every side the above code will place ``obj`` at
Percentage values are calculated from the parent's content area size.
.. code:: c
.. code-block:: c
lv_obj_set_x(btn, lv_pct(10)); //x = 10 % of parent content area width
@ -158,13 +158,13 @@ from the default top left. If the origin is changed e.g. to
bottom-right, the (0,0) position means: align to the bottom-right
corner. To change the origin use:
.. code:: c
.. code-block:: c
lv_obj_set_align(obj, align);
To change the alignment and set new coordinates:
.. code:: c
.. code-block:: c
lv_obj_align(obj, align, x, y);
@ -183,7 +183,7 @@ The following alignment options can be used:
It's quite common to align a child to the center of its parent,
therefore a dedicated function exists:
.. code:: c
.. code-block:: c
lv_obj_center(obj);
@ -196,7 +196,7 @@ children is updated automatically.
The functions introduced above align the object to its parent. However,
it's also possible to align an object to an arbitrary reference object.
.. code:: c
.. code-block:: c
lv_obj_align_to(obj_to_align, reference_obj, align, x, y);
@ -219,7 +219,7 @@ an object outside the reference object:
For example to align a label above a button and center the label
horizontally:
.. code:: c
.. code-block:: c
lv_obj_align_to(label, btn, LV_ALIGN_OUT_TOP_MID, 0, -10);
@ -237,7 +237,7 @@ Sizing the Simple way
The width and the height of an object can be set easily as well:
.. code:: c
.. code-block:: c
lv_obj_set_width(obj, 200); //Separate...
lv_obj_set_height(obj, 100);
@ -246,7 +246,7 @@ The width and the height of an object can be set easily as well:
Percentage values are calculated based on the parent's content area
size. For example to set the object's height to the screen height:
.. code:: c
.. code-block:: c
lv_obj_set_height(obj, lv_pct(100));
@ -263,7 +263,7 @@ The above functions set the size of an object's bounding box but the
size of the content area can be set as well. This means an object's
bounding box will be enlarged with the addition of padding.
.. code:: c
.. code-block:: c
lv_obj_set_content_width(obj, 50); //The actual width: padding left + 50 + padding right
lv_obj_set_content_height(obj, 30); //The actual width: padding top + 30 + padding bottom
@ -271,7 +271,7 @@ bounding box will be enlarged with the addition of padding.
The size of the bounding box and the content area can be retrieved with
the following functions:
.. code:: c
.. code-block:: c
int32_t w = lv_obj_get_width(obj);
int32_t h = lv_obj_get_height(obj);
@ -303,7 +303,7 @@ However, using styles to set the coordinates has some great advantages:
Here are some examples to set an object's size using a style:
.. code:: c
.. code-block:: c
static lv_style_t style;
lv_style_init(&style);
@ -329,7 +329,7 @@ it's pressed.
One way to achieve this is by setting a new Y coordinate for the pressed
state:
.. code:: c
.. code-block:: c
static lv_style_t style_normal;
lv_style_init(&style_normal);
@ -352,7 +352,7 @@ This works, but it's not really flexible because the pressed coordinate
is hard-coded. If the buttons are not at y=100, ``style_pressed`` won't
work as expected. Translations can be used to solve this:
.. code:: c
.. code-block:: c
static lv_style_t style_normal;
lv_style_init(&style_normal);
@ -402,7 +402,7 @@ transformation is "only" a visual effect.
This code enlarges a button when it's pressed:
.. code:: c
.. code-block:: c
static lv_style_t style_pressed;
lv_style_init(&style_pressed);
@ -422,7 +422,7 @@ object's size from becoming smaller/larger than these values. They are
especially useful if the size is set by percentage or
:c:macro:`LV_SIZE_CONTENT`.
.. code:: c
.. code-block:: c
static lv_style_t style_max_height;
lv_style_init(&style_max_height);
@ -434,7 +434,7 @@ especially useful if the size is set by percentage or
Percentage values can be used as well which are relative to the size of
the parent's content area.
.. code:: c
.. code-block:: c
static lv_style_t style_max_height;
lv_style_init(&style_max_height);
@ -491,7 +491,7 @@ Adding new layouts
LVGL can be freely extended by a custom layout like this:
.. code:: c
.. code-block:: c
uint32_t MY_LAYOUT;
@ -509,7 +509,7 @@ LVGL can be freely extended by a custom layout like this:
Custom style properties can be added which can be retrieved and used in
the update callback. For example:
.. code:: c
.. code-block:: c
uint32_t MY_PROP;
...

View File

@ -86,10 +86,10 @@ types are :ref:`Base object <lv_obj>` and :ref:`Image <lv_image>`
(to create a wallpaper).
To create a screen, use
:cpp:expr:`lv_obj_t * scr = lv_<type>_create(NULL)`. ``NULL`` indicates no parent.
``lv_obj_t * scr = lv_<type>_create(NULL)``. ``NULL`` indicates no parent.
To load a screen, use :cpp:expr:`lv_screen_load(scr)`. To get the active screen,
use :cpp:expr:`lv_screen_active()`. These functions work on the default display. If
use :cpp:func:`lv_screen_active`. These functions work on the default display. If
you want to specify which display to work on, use
:cpp:expr:`lv_display_get_screen_active(disp)` and :cpp:expr:`lv_display_load_screen(disp, scr)`. A
screen can be loaded with animations too. Read more

View File

@ -123,8 +123,8 @@ Input device events
- :cpp:enumerator:`LV_EVENT_SCROLL_THROW_BEGIN`:
- :cpp:enumerator:`LV_EVENT_SCROLL_END`: Scrolling ends
- :cpp:enumerator:`LV_EVENT_SCROLL`: Scrolling
- :cpp:enumerator:`LV_EVENT_GESTURE`: A gesture is detected. Get the gesture with :cpp:expr:`lv_indev_get_gesture_dir(lv_indev_active());`
- :cpp:enumerator:`LV_EVENT_KEY`: A key is sent to the object. Get the key with :cpp:expr:`lv_indev_get_key(lv_indev_active());`
- :cpp:enumerator:`LV_EVENT_GESTURE`: A gesture is detected. Get the gesture with :cpp:expr:`lv_indev_get_gesture_dir(lv_indev_active())`
- :cpp:enumerator:`LV_EVENT_KEY`: A key is sent to the object. Get the key with :cpp:expr:`lv_indev_get_key(lv_indev_active())`
- :cpp:enumerator:`LV_EVENT_FOCUSED`: The object is focused
- :cpp:enumerator:`LV_EVENT_DEFOCUSED`: The object is defocused
- :cpp:enumerator:`LV_EVENT_LEAVE`: The object is defocused but still selected
@ -200,20 +200,20 @@ Sending events
**************
To manually send events to an object, use
:cpp:expr:`lv_obj_send_event(obj, <EVENT_CODE>, &some_data)`.
``lv_obj_send_event(obj, <EVENT_CODE>, &some_data)``.
For example, this can be used to manually close a message box by
simulating a button press (although there are simpler ways to do this):
.. code:: c
.. code-block:: c
/*Simulate the press of the first button (indexes start from zero)*/
uint32_t btn_id = 0;
lv_obj_send_event(mbox, LV_EVENT_VALUE_CHANGED, &btn_id);
The same works for display and input devices with
:cpp:expr:`lv_display_send_event(obj, <EVENT_CODE>, &some_data)` and
:cpp:expr:`lv_indev_send_event(obj, <EVENT_CODE>, &some_data)`.
``lv_display_send_event(obj, <EVENT_CODE>, &some_data)`` and
``lv_indev_send_event(obj, <EVENT_CODE>, &some_data)``.
Refresh event
-------------

View File

@ -313,7 +313,7 @@ Example
/*Free the font if not required anymore*/
lv_binfont_destroy(my_font);
Load a Font from a Memory Buffer at Run-Time
Load a font from a memory buffer at run-time
********************************************
:cpp:func:`lv_binfont_create_from_buffer` can be used to load a font from a memory buffer.
@ -397,8 +397,8 @@ line 1
#!/usr/bin/env python3
Example for a 12-px Font
------------------------
Example for a 12px font
-----------------------
.. code-block:: console

View File

@ -13,17 +13,17 @@ drive letter. For example, if an SD card is associated with the letter
If you want to skip the drive prefix from the path, you can use the :c:macro:`LV_FS_DEFAULT_DRIVE_LETTER` config parameter.
Ready-to-Use Drivers
Ready to use drivers
********************
LVGL contains prepared drivers for the API of POSIX, standard C,
Windows, and `FATFS <http://elm-chan.org/fsw/ff/00index_e.html>`__.
Learn more :ref:`here <libs_filesystem>`.
Adding a Driver
Adding a driver
***************
Registering a Driver
Registering a driver
--------------------
To add a driver, a :cpp:type:`lv_fs_drv_t` needs to be initialized like below.
@ -183,7 +183,7 @@ The implementation is documented below. Note that the FS functions make calls
to other driver FS functions when the cache is enabled. i.e., ``lv_fs_read`` may call the driver's ``seek``
so the driver needs to implement more callbacks when the cache is enabled.
``lv_fs_read`` :sub:`(Behavior When Cache is Enabled)`
``lv_fs_read`` :sub:`(behavior when the cache is enabled)`
----------------------------------------------------------
.. mermaid::
@ -230,21 +230,21 @@ so the driver needs to implement more callbacks when the cache is enabled.
--> P["copy the required bytes
to the destination buffer"]
``lv_fs_write`` :sub:`(Behavior When Cache is Enabled)`
-------------------------------------------------------
``lv_fs_write`` :sub:`(behavior when the cache is enabled)`
-----------------------------------------------------------
The part of the cache that coincides with the written content
will be updated to reflect the written content.
``lv_fs_seek`` :sub:`(Behavior When Cache is Enabled)`
------------------------------------------------------
``lv_fs_seek`` :sub:`(behavior when the cache is enabled)`
----------------------------------------------------------
The driver's ``seek`` will not actually be called unless the ``whence``
is ``LV_FS_SEEK_END``, in which case ``seek`` and ``tell`` will be called
to determine where the end of the file is.
``lv_fs_tell`` :sub:`(Behavior When Cache is Enabled)`
------------------------------------------------------
``lv_fs_tell`` :sub:`(behavior when the cache is enabled)`
----------------------------------------------------------
The driver's ``tell`` will not actually be called.

View File

@ -137,7 +137,7 @@ Manually create an image
If you are generating an image at run-time, you can craft an image
variable to display it using LVGL. For example:
.. code:: c
.. code-block:: c
uint8_t my_img_data[] = {0x00, 0x01, 0x02, ...};
@ -159,7 +159,7 @@ Use images
The simplest way to use an image in LVGL is to display it with an
:ref:`lv_image` object:
.. code:: c
.. code-block:: c
lv_obj_t * icon = lv_image_create(lv_screen_active(), NULL);
@ -238,7 +238,7 @@ Here's an example of getting LVGL to work with PNG images.
First, you need to create a new image decoder and set some functions to
open/close the PNG files. It should look like this:
.. code:: c
.. code-block:: c
/*Create a new decoder and register functions */
lv_image_decoder_t * dec = lv_image_decoder_create();
@ -397,7 +397,7 @@ the decoding session and call :cpp:func:`lv_image_decoder_open`.
The ``color`` parameter is used only with ``LV_COLOR_FORMAT_A1/2/4/8``
images to tell color of the image.
.. code:: c
.. code-block:: c
lv_result_t res;
@ -426,7 +426,7 @@ See the detailed code below:
- Stride alignment and premultiply post-processing example:
.. code:: c
.. code-block:: c
/* Define post-processing state */
typedef enum {
@ -476,7 +476,7 @@ See the detailed code below:
- GPU draw unit example:
.. code:: c
.. code-block:: c
void gpu_draw_image(lv_draw_unit_t * draw_unit, const lv_draw_image_dsc_t * draw_dsc, const lv_area_t * coords)
{
@ -573,7 +573,7 @@ LVGL to cache the image again. Otherwise, there is no easy way of
detecting that the underlying file changed and LVGL will still draw the
old image from cache.
To do this, use :cpp:expr:`lv_cache_invalidate(lv_cache_find(&my_png, LV_CACHE_SRC_TYPE_PTR, 0, 0));`.
To do this, use :cpp:expr:`lv_cache_invalidate(lv_cache_find(&my_png, LV_CACHE_SRC_TYPE_PTR, 0, 0))`.
Custom cache algorithm
----------------------
@ -581,7 +581,7 @@ Custom cache algorithm
If you want to implement your own cache algorithm, you can refer to the
following code to replace the LVGL built-in cache manager:
.. code:: c
.. code-block:: c
static lv_cache_entry_t * my_cache_add_cb(size_t size)
{

View File

@ -23,7 +23,7 @@ Cursor
Pointer input devices (like a mouse) can have a cursor.
.. code:: c
.. code-block:: c
...
lv_indev_t * mouse_indev = lv_indev_create();
@ -47,7 +47,7 @@ widgets send the gestures to its parent, so finally the gestures can be
detected on the screen object in a form of an :cpp:enumerator:`LV_EVENT_GESTURE`
event. For example:
.. code:: c
.. code-block:: c
void my_event(lv_event_t * e)
{

View File

@ -66,8 +66,10 @@ There are four explicit ways to bring an object to the foreground:
- Use :cpp:expr:`lv_obj_swap(obj1, obj2)` to swap the relative layer position of two objects.
- When :cpp:expr:`lv_obj_set_parent(obj, new_parent)` is used, ``obj`` will be on the foreground of the ``new_parent``.
Screen-like layers
******************
.. _layers_top_and_sys:
Top and sys layers
@ -128,7 +130,7 @@ In this case widget will be sliced into ``LV_DRAW_SW_LAYER_SIMPLE_BUF_SIZE`` siz
If there is no memory for a new chunk, LVGL will try allocating layer when another chunk is rendered and freed.
Transformed Layer
Transformed layer
-----------------
When the widget is transformed a larger part of the widget needs to rendered to provide enough data for transformation. LVGL tries to render as small area of the widget as possible, but due to the nature of transformations no slicing is possible in this case.

View File

@ -36,7 +36,7 @@ All object types share some basic attributes:
You can set/get these attributes with ``lv_obj_set_...`` and
``lv_obj_get_...`` functions. For example:
.. code:: c
.. code-block:: c
/*Set basic object attributes*/
lv_obj_set_size(btn1, 100, 50); /*Set a button's size*/
@ -55,7 +55,7 @@ The object types have special attributes too. For example, a slider has
For these special attributes, every object type may have unique API
functions. For example for a slider:
.. code:: c
.. code-block:: c
/*Set slider specific attributes*/
lv_slider_set_range(slider1, 0, 100); /*Set the min. and max. values*/
@ -87,7 +87,7 @@ it. Therefore, all positions are relative to the parent.
.. image:: /misc/par_child1.png
.. code:: c
.. code-block:: c
lv_obj_t * parent = lv_obj_create(lv_screen_active()); /*Create a parent object on the current screen*/
lv_obj_set_size(parent, 100, 80); /*Set the size of the parent*/
@ -99,7 +99,7 @@ Modify the position of the parent:
.. image:: /misc/par_child2.png
.. code:: c
.. code-block:: c
lv_obj_set_pos(parent, 50, 50); /*Move the parent. The child will move with it.*/
@ -114,7 +114,7 @@ outside will not be visible.
.. image:: /misc/par_child3.png
.. code:: c
.. code-block:: c
lv_obj_set_x(obj1, -30); /*Move the child a little bit off the parent*/
@ -137,7 +137,7 @@ currently attached sensors.
Every widget has its own **create** function with a prototype like this:
.. code:: c
.. code-block:: c
lv_obj_t * lv_<widget>_create(lv_obj_t * parent, <other parameters if any>);
@ -150,7 +150,7 @@ type.
There is a common **delete** function for all object types. It deletes
the object and all of its children.
.. code:: c
.. code-block:: c
void lv_obj_delete(lv_obj_t * obj);
@ -201,7 +201,7 @@ Create screens
The screens are special objects which have no parent object. So they can
be created like:
.. code:: c
.. code-block:: c
lv_obj_t * scr1 = lv_obj_create(NULL);

View File

@ -4,8 +4,8 @@
Profiler
========
As the complexity of the application increases, performance issues such as low FPS and frequent cache misses
causing lag may arise. LVGL has internally set up some hooks for performance measurement to help developers
As the complexity of the application increases, performance issues such as low FPS and frequent cache misses
causing lag may arise. LVGL has internally set up some hooks for performance measurement to help developers
analyze and locate performance issues.
.. _profiler_introduction:
@ -13,10 +13,10 @@ analyze and locate performance issues.
Introduction
************
LVGL has a built-in trace system to track and record the timestamps of important events that occur during runtime,
such as rendering events and user input events. These event timestamps serve as important metrics for performance analysis.
LVGL has a built-in trace system to track and record the timestamps of important events that occur during runtime,
such as rendering events and user input events. These event timestamps serve as important metrics for performance analysis.
The trace system has a configurable record buffer that stores the names of event functions and their timestamps.
The trace system has a configurable record buffer that stores the names of event functions and their timestamps.
When the buffer is full, the trace system prints the log information through the provided user interface.
The output trace logs are formatted according to Android's `systrace <https://developer.android.com/topic/performance/tracing>`_
@ -40,7 +40,7 @@ To enable the profiler, set :c:macro:`LV_USE_PROFILER` in ``lv_conf.h`` and conf
- Recommended configuration in **UNIX** environments:
.. code:: c
.. code-block:: c
#include <sys/syscall.h>
#include <sys/types.h>
@ -78,7 +78,7 @@ To enable the profiler, set :c:macro:`LV_USE_PROFILER` in ``lv_conf.h`` and conf
- Recommended configuration in **Arduino** environments:
.. code:: c
.. code-block:: c
void my_profiler_init(void)
{
@ -91,7 +91,7 @@ To enable the profiler, set :c:macro:`LV_USE_PROFILER` in ``lv_conf.h`` and conf
4. Log output configuration: LVGL uses the :cpp:func:`LV_LOG` interface by default to output trace information. If you want to use another interface to output log information (e.g., file stream), you can redirect the log output using the following code:
.. code:: c
.. code-block:: c
static void my_log_print_cb(const char * buf)
{
@ -117,19 +117,19 @@ Process the logs
Save the output log as `my_trace.txt`, use `trace_filter.py` for filtering and preprocessing:
.. code:: bash
.. code-block:: bash
./lvgl/scripts/trace_filter.py my_trace.txt
or
.. code:: bash
.. code-block:: bash
python3 ./lvgl/scripts/trace_filter.py my_trace.txt
You will obtain a processed text file named `trace.systrace`, which roughly contains the following content:
.. code:: text
.. code-block:: text
# tracer: nop
#
@ -153,8 +153,8 @@ If the log parsing is successful, you will see the following screen:
.. image:: /misc/perfetto_ui.png
In the Perfetto UI, use the :kbd:`A` or :kbd:`D` keys to pan the timeline horizontally
and the :kbd:`W` or :kbd:`S` keys to zoom in or out on the timeline.
In the Perfetto UI, use the :kbd:`A` or :kbd:`D` keys to pan the timeline horizontally
and the :kbd:`W` or :kbd:`S` keys to zoom in or out on the timeline.
Use the mouse to move the focus and click on functions on the timeline to observe their execution time.
Add Measurement Point
@ -162,7 +162,7 @@ Add Measurement Point
Users can add their own measured functions:
.. code:: c
.. code-block:: c
void my_function_1(void)
{
@ -198,7 +198,7 @@ If you wish to use a profiler method provided by your operating system, you can
Taking `NuttX <https://github.com/apache/nuttx>`_ RTOS as an example:
.. code:: c
.. code-block:: c
#define LV_PROFILER_INCLUDE "nuttx/sched_note.h"
#define LV_PROFILER_BEGIN sched_note_begin(NOTE_TAG_ALWAYS)
@ -218,7 +218,7 @@ Please check the completeness of the logs. If the logs are incomplete, it may be
1. Serial port reception errors caused by a high baud rate. You need to reduce the baud rate.
2. Data corruption caused by other thread logs inserted during the printing of trace logs. You need to disable the log output of other threads or refer to the configuration above to use a separate log output interface.
3. Make sure that the string passed in by :c:macro:`LV_PROFILER_BEGIN_TAG/END_TAG` is not a local variable on the stack or a string in shared memory, because currently only the string address is recorded and the content is not copied.
3. Make sure that the string passed in by :c:macro:`LV_PROFILER_BEGIN_TAG` or :c:macro:`LV_PROFILER_END_TAG` is not a local variable on the stack or a string in shared memory, because currently only the string address is recorded and the content is not copied.
Function execution time displayed as 0s in Perfetto
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@ -240,3 +240,4 @@ If the trace logs are not automatically printed when the buffer is not full, you
1. Reduce the value of :c:macro:`LV_PROFILER_BUILTIN_BUF_SIZE` to fill the buffer more quickly and trigger automatic printing.
2. Manually call or use a timer to call the :cpp:func:`lv_profiler_builtin_flush` function to force the log output.

View File

@ -2,57 +2,64 @@
VG-Lite General GPU
===================
This is a generic VG-Lite rendering backend implementation that is designed to utilize
This is a generic VG-Lite rendering backend implementation that is designed to utilize
`VeriSilicon <https://verisilicon.com/>`_'s generic API to operate GPU hardware as much as possible.
Even with different chip manufacturers, as long as they use the same version of VG-Lite API as the rendering backend,
Even with different chip manufacturers, as long as they use the same version of VG-Lite API as the rendering backend,
LVGL rendering acceleration can be supported without the need for LVGL adaptation work.
Configuration
*************
1. Set :c:macro:`LV_USE_DRAW_VG_LITE` to 1 in ``lv_conf.h`` to enabled the VG-Lite rendering backend.
Make sure that your hardware has been adapted to the VG-Lite API and that the absolute path to ``vg_lite.h``, which can be directly referenced by lvgl, has been exposed.
Make sure that your hardware has been adapted to the VG-Lite API and that the absolute path to ``vg_lite.h``, which can be directly referenced by lvgl, has been exposed.
2. Confirm the GPU initialization method, there are two ways:
- The SDK calls the GPU initialization function on its own during system startup, and the GPU is available when LVGL starts; set :c:macro:`LV_VG_LITE_USE_GPU_INIT` to 0.
- LVGL actively calls the GPU initialization function, and the SDK needs to implement the public function `gpu_init()`.
LVGL will call it to complete the GPU hardware initialization during startup; set :c:macro:`LV_VG_LITE_USE_GPU_INIT` to 1.
- The SDK calls the GPU initialization function on its own during system startup, and the GPU is available when LVGL starts; set :c:macro:`LV_VG_LITE_USE_GPU_INIT` to 0.
- LVGL actively calls the GPU initialization function, and the SDK needs to implement the public function `gpu_init()`.
LVGL will call it to complete the GPU hardware initialization during startup; set :c:macro:`LV_VG_LITE_USE_GPU_INIT` to 1.
3. Set the :c:macro:`LV_VG_LITE_USE_ASSERT` configuration to enable GPU call parameter checking.
Due to the complexity of the parameters used in GPU calls, incorrect parameters can result in abnormal GPU hardware operation, such as forgetting to add an end symbol
to the path or not meeting the alignment requirements for buffer stride.
To quickly resolve such issues, strict parameter checking has been added before each VG-Lite call, including buffer stride validation and matrix invertibility check.
When an error parameter is detected, an assertion will occur to print out the error parameter, allowing the user to promptly make corrections and reduce the time wasted on hardware simulation.
Please note that enabling this check will decrease runtime performance. It is recommended to enable it in Debug mode and disable it in the Release version.
Due to the complexity of the parameters used in GPU calls, incorrect parameters can result in abnormal GPU hardware operation, such as forgetting to add an end symbol
to the path or not meeting the alignment requirements for buffer stride.
To quickly resolve such issues, strict parameter checking has been added before each VG-Lite call, including buffer stride validation and matrix invertibility check.
When an error parameter is detected, an assertion will occur to print out the error parameter, allowing the user to promptly make corrections and reduce the time wasted on hardware simulation.
Please note that enabling this check will decrease runtime performance. It is recommended to enable it in Debug mode and disable it in the Release version.
4. Set the :c:macro:`LV_VG_LITE_FLUSH_MAX_COUNT` configuration to specify the flush method.
VG-Lite uses two sets of command buffer buffers to render instructions, and utilizing this mechanism well can greatly improve drawing efficiency.
Currently, two buffering methods are supported:
- Set :c:macro:`LV_VG_LITE_FLUSH_MAX_COUNT` to zero (recommended). The rendering backend will obtain the GPU's working status every time it writes rendering instructions to the command buffer.
When the GPU is idle, it will immediately call ``vg_lite_flush`` to notify the GPU to start rendering and swap the command buffer. When the GPU is busy, it will continue to fill the command buffer cache with rendering instructions.
The underlying driver will automatically determine if the command buffer has been filled. When it is about to be filled, it will forcibly wait for the unfinished drawing tasks to end and swap the command buffer.
This method can effectively improve GPU utilization, especially in scenarios where rendering text, as the GPU's drawing time and the CPU's data preparation time are very close, allowing the CPU and GPU to run in parallel.
- Set :c:macro:`LV_VG_LITE_FLUSH_MAX_COUNT` to a value greater than zero, such as 8. After writing 8 rendering instructions to the command buffer, the rendering backend
will call ``vg_lite_flush`` to notify the GPU to start rendering and swap the command buffer.
VG-Lite uses two sets of command buffer buffers to render instructions, and utilizing this mechanism well can greatly improve drawing efficiency.
Currently, two buffering methods are supported:
- Set :c:macro:`LV_VG_LITE_FLUSH_MAX_COUNT` to zero (recommended). The rendering backend will obtain the GPU's working status every time it writes rendering instructions to the command buffer.
When the GPU is idle, it will immediately call ``vg_lite_flush`` to notify the GPU to start rendering and swap the command buffer. When the GPU is busy, it will continue to fill the command buffer cache with rendering instructions.
The underlying driver will automatically determine if the command buffer has been filled. When it is about to be filled, it will forcibly wait for the unfinished drawing tasks to end and swap the command buffer.
This method can effectively improve GPU utilization, especially in scenarios where rendering text, as the GPU's drawing time and the CPU's data preparation time are very close, allowing the CPU and GPU to run in parallel.
- Set :c:macro:`LV_VG_LITE_FLUSH_MAX_COUNT` to a value greater than zero, such as 8. After writing 8 rendering instructions to the command buffer, the rendering backend
will call ``vg_lite_flush`` to notify the GPU to start rendering and swap the command buffer.
5. Set the :c:macro:`LV_VG_LITE_USE_BOX_SHADOW` configuration to use GPU rendering for shadows.
In fact, GPU hardware does not actually support shadow rendering. However, through experimentation, it has been found that a similar shadow effect
can be achieved by using multiple layers of borders with different levels of transparency.
It is recommended to enable this configuration in scenarios where the shadow quality requirements are not high, as it can significantly improve rendering efficiency.
In fact, GPU hardware does not actually support shadow rendering. However, through experimentation, it has been found that a similar shadow effect
can be achieved by using multiple layers of borders with different levels of transparency.
It is recommended to enable this configuration in scenarios where the shadow quality requirements are not high, as it can significantly improve rendering efficiency.
6. Set the :c:macro:`LV_VG_LITE_GRAD_CACHE_CNT` configuration to specify the number of gradient cache entries.
Gradient drawing includes linear gradients and radial gradients. Using a cache can effectively reduce the number of times the gradient image is created and improve drawing efficiency.
Each individual gradient consumes around 4K of GPU memory pool. If there are many gradients used in the interface, you can try increasing the number of gradient cache entries.
If the VG-Lite API returns the :c:macro:`VG_LITE_OUT_OF_RESOURCES` error, you can try increasing the size of the GPU memory pool or reducing the number of gradient cache entries.
Gradient drawing includes linear gradients and radial gradients. Using a cache can effectively reduce the number of times the gradient image is created and improve drawing efficiency.
Each individual gradient consumes around 4K of GPU memory pool. If there are many gradients used in the interface, you can try increasing the number of gradient cache entries.
If the VG-Lite API returns the :c:macro:`VG_LITE_OUT_OF_RESOURCES` error, you can try increasing the size of the GPU memory pool or reducing the number of gradient cache entries.
7. Set the :c:macro:`LV_VG_LITE_STROKE_CACHE_CNT` configuration to specify the number of stroke path caches.
When the stroke parameters do not change, the previously generated stroke parameters are automatically retrieved from the cache to improve rendering performance.
The memory occupied by the stroke is strongly related to the path length. If the VG-Lite API returns the :c:macro:`VG_LITE_OUT_OF_RESOURCES` error,
you can try increasing the size of the GPU memory pool or reducing the number of stroke cache entries.
When the stroke parameters do not change, the previously generated stroke parameters are automatically retrieved from the cache to improve rendering performance.
The memory occupied by the stroke is strongly related to the path length. If the VG-Lite API returns the :c:macro:`VG_LITE_OUT_OF_RESOURCES` error,
you can try increasing the size of the GPU memory pool or reducing the number of stroke cache entries.
NOTE: VG-Lite rendering backend does not support multi-threaded calls, please make sure :c:macro:`LV_USE_OS` is always configured as :c:macro:`LV_OS_NONE`.
VG-Lite Simulator
*****************

View File

@ -40,7 +40,7 @@ The scrollbars have their own dedicated part, called
:cpp:enumerator:`LV_PART_SCROLLBAR`. For example a scrollbar can turn to red like
this:
.. code:: c
.. code-block:: c
static lv_style_t style_red;
lv_style_init(&style_red);
@ -55,7 +55,7 @@ scrolled. This allows adding different styles to the scrollbar or the
object itself when scrolled. This code makes the scrollbar blue when the
object is scrolled:
.. code:: c
.. code-block:: c
static lv_style_t style_blue;
lv_style_init(&style_blue);
@ -219,7 +219,7 @@ element, either to restore it later, or to display dynamically some
elements according to the current scroll. Here is an example to see how
to combine scroll event and store the scroll top position.
.. code:: c
.. code-block:: c
static int scroll_value = 0;
@ -262,7 +262,7 @@ larger self size will too.
LVGL uses the :cpp:enumerator:`LV_EVENT_GET_SELF_SIZE` event to get the self size of
an object. Here is an example to see how to handle the event:
.. code:: c
.. code-block:: c
if(event_code == LV_EVENT_GET_SELF_SIZE) {
lv_point_t * p = lv_event_get_param(e);

View File

@ -194,7 +194,7 @@ be added or changed.
Property set functions looks like this:
``lv_style_set_<property_name>(&style, <value>);`` For example:
.. code:: c
.. code-block:: c
static lv_style_t style_btn;
lv_style_init(&style_btn);
@ -210,13 +210,13 @@ Property set functions looks like this:
To remove a property use:
.. code:: c
.. code-block:: c
lv_style_remove_prop(&style, LV_STYLE_BG_COLOR);
To get a property's value from a style:
.. code:: c
.. code-block:: c
lv_style_value_t v;
lv_result_t res = lv_style_get_prop(&style, LV_STYLE_BG_COLOR, &v);
@ -232,13 +232,13 @@ To get a property's value from a style:
To reset a style (free all its data) use:
.. code:: c
.. code-block:: c
lv_style_reset(&style);
Styles can be built as ``const`` too to save RAM:
.. code:: c
.. code-block:: c
const lv_style_const_prop_t style1_props[] = {
LV_STYLE_CONST_WIDTH(50),
@ -275,7 +275,7 @@ examples:
Using :cpp:func:`lv_obj_add_style`:
.. code:: c
.. code-block:: c
lv_obj_add_style(btn, &style_btn, 0); /*Default button style*/
lv_obj_add_style(btn, &btn_red, LV_STATE_PRESSED); /*Overwrite only some colors to red when pressed*/
@ -296,7 +296,7 @@ place.
Using :cpp:func:`lv_obj_replace_style`:
.. code:: c
.. code-block:: c
lv_obj_add_style(btn, &style_btn, 0); /*Add a button style*/
lv_obj_replace_style(btn, &style_btn, &new_style_btn, 0); /*Replace the button style with a different one*/
@ -341,7 +341,7 @@ To get a final value of property
These functions use the object's current state and if no better candidate exists they return a default value.
For example:
.. code:: c
.. code-block:: c
lv_color_t color = lv_obj_get_style_bg_color(btn, LV_PART_MAIN);
@ -365,7 +365,7 @@ Unlike in CSS, LVGL local styles can be assigned to states
To set a local property use functions like
``lv_obj_set_style_<property_name>(obj, <value>, <selector>);`` For example:
.. code:: c
.. code-block:: c
lv_obj_set_style_bg_color(slider, lv_color_red(), LV_PART_INDICATOR | LV_STATE_FOCUSED);
@ -422,7 +422,7 @@ going back to default slowly.
To describe a transition an :cpp:struct:`lv_transition_dsc_t` variable needs to be
initialized and added to a style:
.. code:: c
.. code-block:: c
/*Only its pointer is saved so must static, global or dynamically allocated */
static const lv_style_prop_t trans_props[] = {
@ -498,7 +498,7 @@ To set a theme for a display, two steps are required:
Theme initialization functions can have different prototypes. This
example shows how to set the "default" theme:
.. code:: c
.. code-block:: c
lv_theme_t * th = lv_theme_default_init(display, /*Use the DPI, size, etc from this display*/
LV_COLOR_PALETTE_BLUE, LV_COLOR_PALETTE_CYAN, /*Primary and secondary palette*/

View File

@ -26,7 +26,7 @@ prototype.
For example:
.. code:: c
.. code-block:: c
void my_timer(lv_timer_t * timer)
{
@ -117,7 +117,7 @@ clear all asynchronous calls matching ``my_function`` and ``data_p``.
For example:
.. code:: c
.. code-block:: c
void my_screen_clean_up(void * scr)
{

View File

@ -183,7 +183,7 @@ It's very important that draw buffer(s) should be large enough for any
selected color format.
Swap Endianness
Swap endianness
---------------
In case of RGB565 color format it might be required to swap the 2 bytes
@ -350,7 +350,8 @@ Further reading
- `lv_port_disp_template.c <https://github.com/lvgl/lvgl/blob/master/examples/porting/lv_port_disp_template.c>`__
for a template for your own driver.
- :ref:`Drawing <porting_draw>` to learn more about how rendering works in LVGL.
- :ref:`Drawing <porting_draw>` to learn more about how rendering
works in LVGL.
- :ref:`display_features` to learn more about higher
level display features.

View File

@ -62,11 +62,15 @@ Hierarchy of modules
--------------------
All these together looks like this
- list of draw units
- display(s)
- layer(s): Each display has its own list of layers
- draw tasks: Each layer has its own list of draw tasks
References
**********

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@ -82,10 +82,12 @@ The final diff is calculated like this:
``diff_final = diff_in * (indev_sensitivity / 256) + (widget_sensitivity / 256);``
For example, if both the indev and widget sensitivity is set to 128 (0.5), the input diff. will be
multiplied by 0.25 (divided by 4). The value of the widget will be incremented by this value or
the widget will be scrolled this amount of pixels.
Keypad or keyboard
------------------
@ -150,7 +152,7 @@ added to groups.
else data->state = LV_INDEV_STATE_RELEASED;
}
Using Buttons with Encoder Logic
Using buttons with Encoder logic
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In addition to standard encoder behavior, you can also utilize its logic

View File

@ -41,7 +41,7 @@ can register a "logger" callback with :cpp:func:`lv_log_register_print_cb`.
For example:
.. code:: c
.. code-block:: c
void my_log_cb(lv_log_level_t level, const char * buf)
{

View File

@ -36,7 +36,7 @@ than ``LV_OS_NONE``.
Here is some pseudocode to illustrate the concept:
.. code:: c
.. code-block:: c
void lvgl_thread(void)
{

View File

@ -32,7 +32,7 @@ LVGL also supports ``make`` and ``CMake`` build systems out of the box.
To add LVGL to your Makefile based build system add these lines to your
main Makefile:
.. code:: make
.. code-block:: make
LVGL_DIR_NAME ?= lvgl #The name of the lvgl folder (change this if you have renamed it)
LVGL_DIR ?= ${shell pwd} #The path where the lvgl folder is
@ -113,7 +113,7 @@ in TLS (Thread Local Storage).
For example:
.. code:: c
.. code-block:: c
lv_global_t * lv_global_default(void)
{

View File

@ -5,7 +5,7 @@ Sleep management
The MCU can go to sleep when no user input happens. In this case, the
main ``while(1)`` should look like this:
.. code:: c
.. code-block:: c
while(1) {
/*Normal operation (no sleep) in < 1 sec inactivity*/
@ -23,7 +23,7 @@ main ``while(1)`` should look like this:
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:
.. code:: c
.. code-block:: c
lv_tick_inc(LV_DEF_REFR_PERIOD); /*Force task execution on wake-up*/
timer_start(); /*Restart the timer where lv_tick_inc() is called*/

View File

@ -23,7 +23,8 @@ The ticks (milliseconds) should be independent from any other activities of the
For example this works, but LVGL's timing will be incorrect as the execution time of ``lv_timer_handler`` is not considered:
.. code:: c
.. code-block:: c
// Bad idea
lv_timer_handler();
lv_tick_inc(5);

View File

@ -13,7 +13,7 @@ periodically in one of the following:
Example:
.. code:: c
.. code-block:: c
while(1) {
uint32_t time_till_next = lv_timer_handler();
@ -24,7 +24,7 @@ If you want to use :cpp:func:`lv_timer_handler` in a super-loop, a helper
function :cpp:func:`lv_timer_handler_run_in_period` is provided to simplify
the porting:
.. code:: c
.. code-block:: c
while(1) {
...
@ -34,7 +34,7 @@ the porting:
Or use the sleep time automatically calculated by LVGL:
.. code:: c
.. code-block:: c
while(1) {
...
@ -45,7 +45,7 @@ Or use the sleep time automatically calculated by LVGL:
In an OS environment, you can use it together with the **delay** or
**sleep** provided by OS to release CPU whenever possible:
.. code:: c
.. code-block:: c
while (1) {
uint32_t time_till_next = lv_timer_handler();

View File

@ -100,7 +100,7 @@ unintended behavior.
To make the arc non-adjustable, remove the style of the knob and make
the object non-clickable:
.. code:: c
.. code-block:: c
lv_obj_remove_style(arc, NULL, LV_PART_KNOB);
lv_obj_remove_flag(arc, LV_OBJ_FLAG_CLICKABLE);

View File

@ -40,7 +40,7 @@ Button's text
There is a text on each button. To specify them a descriptor string
array, called *map*, needs to be used. The map can be set with
:cpp:expr:`lv_buttonmatrix_set_map(buttonm, my_map)`. The declaration of a map should
look like :cpp:expr:`const char * map[] = {"button1", "button2", "button3", NULL}`. Note
look like ``const char * map[] = {"button1", "button2", "button3", NULL}``. Note
that the last element has to be either ``NULL`` or an empty string
(``""``)!

View File

@ -16,8 +16,8 @@ lvgl's drawing engine.
Parts and Styles
****************
- :cpp:enumerator:`LV_PART_MAIN` Uses the typical rectangle style properties and image
style properties.
- :cpp:enumerator:`LV_PART_MAIN` Uses the typical rectangle style properties and image
style properties.
.. _lv_canvas_usage:

View File

@ -47,7 +47,7 @@ Check, uncheck, disable
You can manually check, un-check, and disable the Checkbox by using the
common state add/clear function:
.. code:: c
.. code-block:: c
lv_obj_add_state(cb, LV_STATE_CHECKED); /*Make the checkbox checked*/
lv_obj_remove_state(cb, LV_STATE_CHECKED); /*Make the checkbox unchecked*/

View File

@ -51,7 +51,7 @@ List
The list is hidden/shown on open/close. To add styles to it use
:cpp:expr:`lv_dropdown_get_list(dropdown)` to get the list object. For example:
.. code:: c
.. code-block:: c
lv_obj_t * list = lv_dropdown_get_list(dropdown) /*Get the list*/
lv_obj_add_style(list, &my_style, selector) /*Add the styles to the list*/

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@ -41,7 +41,7 @@ To set the source of an image, use :cpp:expr:`lv_image_set_src(img, src)`.
To generate a pixel array from a PNG, JPG or BMP image, use the `Online image converter tool <https://lvgl.io/tools/imageconverter>`__
and set the converted image with its pointer :cpp:expr:`lv_image_set_src(img1, &converted_img_var)`
To make the variable visible in the C file, you need to declare it with
:cpp:expr:`LV_IMAGE_DECLARE(converted_img_var)`.
:c:macro:`LV_IMAGE_DECLARE(converted_img_var)`.
To use external files, you also need to convert the image files using
the online converter tool but now you should select the binary output

View File

@ -15,7 +15,6 @@ Widgets
buttonmatrix
calendar
chart
colorwheel
canvas
checkbox
dropdown

View File

@ -33,11 +33,11 @@ Dependencies
------------
The Lottie widget uses the `ThorVG <https://github.com/thorvg/thorvg>`__ library which is `integrated into LVGL <https://github.com/lvgl/lvgl/tree/master/src/libs/thorvg>`__.
In order to use Lottie animations ``LV_USE_THORVG_INTERNAL`` (to use the built-in ThorVG) or
``LV_USE_THORVG_EXTERNAL`` (to link it externally) needs to enabled. For vector graphics in general
``LV_USE_VECTOR_GRAPHIC`` also needs to be enabled.
In order to use Lottie animations :c:macro:`LV_USE_THORVG_INTERNAL` (to use the built-in ThorVG) or
:c:macro:`LV_USE_THORVG_EXTERNAL` (to link it externally) needs to enabled. For vector graphics in general
:c:macro:`LV_USE_VECTOR_GRAPHIC` also needs to be enabled.
As ThorVG is written in C++, when using ``LV_USE_THORVG_INTERNAL`` be sure that you
As ThorVG is written in C++, when using :c:macro:`LV_USE_THORVG_INTERNAL` be sure that you
can compile the cpp files.
Set a buffer
@ -50,10 +50,10 @@ The animations are rendered in ARGB8888 format, therefor the buffer's size shoul
To keep the buffer size and the animation size consistent,
the size of the widget (i.e. the size of the animation) is set to the dimensions of the buffer internally.
The buffer can be set with either :cpp:expr:`void lv_lottie_set_buffer(lottie, w, h, buf);`
The buffer can be set with either :cpp:expr:`lv_lottie_set_buffer(lottie, w, h, buf)`
or :cpp:expr:`lv_lottie_set_draw_buf(lottie, draw_buf)`.
When a draw buffer is used, it must be already initialized by the user with :cpp:expr:`LV_COLOR_FORMAT_ARGB8888` color format.
When a draw buffer is used, it must be already initialized by the user with :cpp:enumerator:`LV_COLOR_FORMAT_ARGB8888` color format.
Set a source
------------
@ -66,14 +66,14 @@ following reasons:
``lvgl/scripts/filetohex.py`` can be used to convert a Lottie file a hex
array. E.g.:
.. code:: shell
.. code-block:: shell
./filetohex.py path/to/lottie.json > out.txt
To create an animation from data use
:cpp:enumerator:`lv_lottie_set_src_data(lottie, data, sizeof(data))`
:cpp:expr:`lv_lottie_set_src_data(lottie, data, sizeof(data))`
Lottie animations can be opened from JSON files by using :cpp:enumerator:`lv_lottie_set_src_file(lottie, "path/to/file.json")`.
Lottie animations can be opened from JSON files by using :cpp:expr:`lv_lottie_set_src_file(lottie, "path/to/file.json")`.
Note that the Lottie loader doesn't support LVGL's File System interface but a "normal path" should be used without a driver letter.
Get the animation

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@ -45,7 +45,7 @@ If ``parent`` is ``NULL`` the message box will be modal.
E.g. ``const char * btn_txts[] = {"Ok", "Cancel", NULL}``.
Get the Parts
Get the parts
-------------
The building blocks of the message box can be obtained using the

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@ -63,7 +63,7 @@ You can align the object on its parent with
setting will be relative to the set alignment mode. For example, this
will shift the object by 10;20 px from the center of its parent:
.. code:: c
.. code-block:: c
lv_obj_set_align(obj, LV_ALIGN_CENTER);
lv_obj_set_pos(obj, 10, 20);
@ -96,7 +96,7 @@ To get a specific child of a parent use :cpp:expr:`lv_obj_get_child(parent, idx)
The children can be iterated like this:
.. code:: c
.. code-block:: c
uint32_t i;
for(i = 0; i < lv_obj_get_child_count(parent); i++) {
@ -211,7 +211,7 @@ There are some attributes which can be enabled/disabled by
Some examples:
.. code:: c
.. code-block:: c
/*Hide on object*/
lv_obj_add_flag(obj, LV_OBJ_FLAG_HIDDEN);

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@ -56,7 +56,7 @@ Labels on major ticks can be configured with :cpp:expr:`lv_scale_set_label_show(
set `show_label` to true if labels should be drawn, :cpp:expr:`false` to hide them.
If instead of a numerical value in the major ticks a text is required they can be set
with :cpp:expr:`lv_scale_set_text_src(scale, custom_labels)` using ``NULL`` as the last element,
i.e. ``static char * custom_labels[3] = {"One", "Two", NULL}``.
i.e. :cpp:expr:`static char * custom_labels[3] = {"One", "Two", NULL}`.
<strong> NOTE: </strong> The major tick value is calculated with the :cpp:expr:`lv_map` API (when not setting the custom labels),
this calculation takes into consideration the total tick number and the scale range, so the label drawn can present rounding errors

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@ -23,14 +23,14 @@ Value, range and step
- :cpp:expr:`lv_spinbox_set_value(spinbox, 1234)` sets a new value on the Spinbox.
- :cpp:expr:`lv_spinbox_increment(spinbox)` and :cpp:expr:`lv_spinbox_decrement(spinbox)`
increments/decrements the value of the Spinbox according to the currently selected digit.
increments/decrements the value of the Spinbox according to the currently selected digit.
- :cpp:expr:`lv_spinbox_set_range(spinbox, -1000, 2500)` sets a range. If the
value is changed by :cpp:func:`lv_spinbox_set_value`, by
*Keys*,\ ``lv_spinbox_increment/decrement`` this range will be respected.
value is changed by :cpp:func:`lv_spinbox_set_value`, by
*Keys*,\ ``lv_spinbox_increment/decrement`` this range will be respected.
- :cpp:expr:`lv_spinbox_set_step(spinbox, 100)` sets which digits to change on
increment/decrement. Only multiples of ten can be set, and not for example 3.
increment/decrement. Only multiples of ten can be set, and not for example 3.
- :cpp:expr:`lv_spinbox_set_cursor_pos(spinbox, 1)` sets the cursor to a specific
digit to change on increment/decrement. For example position '0' sets the cursor to the least significant digit.
digit to change on increment/decrement. For example position '0' sets the cursor to the least significant digit.
If an encoder is used as input device, the selected digit is shifted to
the right by default whenever the encoder button is clicked. To change this behaviour to shifting
@ -57,7 +57,7 @@ is disabled the value will remain at the minimum or maximum value.
Events
******
- :cpp:enumerator:`LV_EVENT_VALUE_CHANGED` Sent when the value has changed.
- :cpp:enumerator:`LV_EVENT_VALUE_CHANGED` Sent when the value has changed.
See the events of the :ref:`Text area <lv_textarea>` too.
@ -68,12 +68,12 @@ Learn more about :ref:`events`.
Keys
****
- ``LV_KEY_LEFT/RIGHT`` With *Keypad* move the cursor left/right. With
*Encoder* decrement/increment the selected digit.
- ``LV_KEY_UP/DOWN`` With *Keypad* and *Encoder* increment/decrement
the value.
- :cpp:enumerator:`LV_KEY_ENTER` With *Encoder* got the net digit. Jump to the first
after the last.
- ``LV_KEY_LEFT/RIGHT`` With *Keypad* move the cursor left/right. With
*Encoder* decrement/increment the selected digit.
- ``LV_KEY_UP/DOWN`` With *Keypad* and *Encoder* increment/decrement
the value.
- :cpp:enumerator:`LV_KEY_ENTER` With *Encoder* got the net digit. Jump to the first
after the last.
.. _lv_spinbox_example:

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@ -102,7 +102,7 @@ Radial gradient as background
:language: c
Gradients for button background
-----------------------------
-------------------------------
.. lv_example:: styles/lv_example_style_18
:language: c

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@ -47,7 +47,7 @@ Draw a line to the canvas
:language: c
Draw a vector graphic to the canvas
-------------------------
-----------------------------------
.. lv_example:: widgets/canvas/lv_example_canvas_8
:language: c

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@ -1,35 +1,35 @@
A simple horizontal scale
"""""""""""""""""""""""""
-------------------------
.. lv_example:: widgets/scale/lv_example_scale_1
:language: c
An vertical scale with section and custom styling
"""""""""""""""""""""""""""""""""""""""""""""""""
-------------------------------------------------
.. lv_example:: widgets/scale/lv_example_scale_2
:language: c
A simple round scale
""""""""""""""""""""
--------------------
.. lv_example:: widgets/scale/lv_example_scale_3
:language: c
A round scale with section and custom styling
"""""""""""""""""""""""""""""""""""""""""""""
---------------------------------------------
.. lv_example:: widgets/scale/lv_example_scale_4
:language: c
An scale with section and custom styling
""""""""""""""""""""""""""""""""""""""""
----------------------------------------
.. lv_example:: widgets/scale/lv_example_scale_5
:language: c
A round scale with multiple needles, resembling a clock
"""""""""""""""""""""""""""""""""""""""""""""""""""""""
-------------------------------------------------------
.. lv_example:: widgets/scale/lv_example_scale_6
:language: c

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@ -1021,8 +1021,8 @@
#define LV_FILE_EXPLORER_QUICK_ACCESS 1
#endif
/*1: Enable freetype font manager*/
/*Requires: LV_USE_FREETYPE*/
/** 1: Enable freetype font manager
* - Requires: LV_USE_FREETYPE */
#define LV_USE_FONT_MANAGER 0
#if LV_USE_FONT_MANAGER

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@ -3258,8 +3258,8 @@
#endif
#endif
/*1: Enable freetype font manager*/
/*Requires: LV_USE_FREETYPE*/
/** 1: Enable freetype font manager
* - Requires: LV_USE_FREETYPE */
#ifndef LV_USE_FONT_MANAGER
#ifdef CONFIG_LV_USE_FONT_MANAGER
#define LV_USE_FONT_MANAGER CONFIG_LV_USE_FONT_MANAGER