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fix(display): delete previous screen instead of current (#6494)

This commit is contained in:
Lorenzo Arena 2024-07-31 16:46:28 +02:00 committed by GitHub
parent 228bf2007e
commit a798963ee8
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GPG Key ID: B5690EEEBB952194
2 changed files with 115 additions and 4 deletions

View File

@ -592,10 +592,8 @@ void lv_screen_load_anim(lv_obj_t * new_scr, lv_screen_load_anim_t anim_type, ui
lv_obj_set_pos(d->scr_to_load, 0, 0);
lv_obj_remove_local_style_prop(d->scr_to_load, LV_STYLE_OPA, 0);
if(d->del_prev) {
lv_obj_delete(act_scr);
}
act_scr = d->act_scr; /*Active screen changed.*/
d->prev_scr = d->act_scr;
act_scr = d->scr_to_load; /*Active screen changed.*/
scr_load_internal(d->scr_to_load);
}

View File

@ -18,4 +18,117 @@ void test_screen_load_no_crash(void)
lv_screen_load_anim(screen_with_anim_2, LV_SCR_LOAD_ANIM_OVER_RIGHT, 1000, 500, false);
}
void test_screen_load_with_delete_no_crash(void)
{
/*Delete active screen and load new screen should not crash*/
lv_obj_t * screen = lv_screen_active();
lv_obj_del(screen);
screen = lv_obj_create(NULL);
lv_scr_load(screen);
/*Consecutively loading multiple screens (while deleting one) with transition animations should not crash*/
lv_obj_t * screen_with_anim_1 = lv_obj_create(NULL);
lv_obj_t * screen_with_anim_2 = lv_obj_create(NULL);
lv_obj_t * screen_with_anim_3 = lv_obj_create(NULL);
lv_scr_load_anim(screen_with_anim_1, LV_SCR_LOAD_ANIM_OVER_LEFT, 0, 0, false);
lv_scr_load_anim(screen_with_anim_2, LV_SCR_LOAD_ANIM_OVER_RIGHT, 1000, 0, true);
/*Wait to trigger the animation start callbacks*/
lv_test_wait(100);
lv_scr_load_anim(screen_with_anim_3, LV_SCR_LOAD_ANIM_OVER_LEFT, 200, 0, true);
/*The active screen should be immediately replaced*/
TEST_ASSERT_EQUAL(lv_screen_active(), screen_with_anim_2);
lv_test_wait(400);
/*Check for the screens status after the transition*/
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_1), false);
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_2), false);
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_3), true);
}
void test_screen_load_with_delete_no_crash2(void)
{
/*Delete active screen and load new screen should not crash*/
lv_obj_t * screen = lv_screen_active();
lv_obj_del(screen);
screen = lv_obj_create(NULL);
lv_scr_load(screen);
/*Consecutively loading multiple screens (while deleting one) with transition animations should not crash*/
lv_obj_t * screen_with_anim_1 = lv_obj_create(NULL);
lv_obj_t * screen_with_anim_2 = lv_obj_create(NULL);
lv_obj_t * screen_with_anim_3 = lv_obj_create(NULL);
lv_obj_t * screen_with_anim_4 = lv_obj_create(NULL);
lv_scr_load_anim(screen_with_anim_1, LV_SCR_LOAD_ANIM_OVER_LEFT, 0, 0, false);
lv_scr_load_anim(screen_with_anim_2, LV_SCR_LOAD_ANIM_OVER_RIGHT, 1000, 0, true);
lv_scr_load_anim(screen_with_anim_3, LV_SCR_LOAD_ANIM_OVER_LEFT, 0, 0, true);
/*Wait to trigger the animation start callbacks*/
lv_test_wait(100);
lv_scr_load_anim(screen_with_anim_4, LV_SCR_LOAD_ANIM_OVER_LEFT, 200, 0, true);
/*The active screen should be immediately replaced*/
TEST_ASSERT_EQUAL(lv_screen_active(), screen_with_anim_3);
lv_test_wait(400);
/*Check for the screens status after the transition*/
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_1), false);
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_2), false);
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_3), false);
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_4), true);
}
static bool screen_1_unloaded_called = false;
static void screen_with_anim_1_unloaded_cb(lv_event_t * e)
{
LV_UNUSED(e);
screen_1_unloaded_called = true;
}
void test_screen_load_with_delete_event(void)
{
/*Delete active screen and load new screen should not crash*/
lv_obj_t * screen = lv_screen_active();
lv_obj_del(screen);
screen = lv_obj_create(NULL);
lv_scr_load(screen);
/*Consecutively loading multiple screens (while deleting one) with transition animations should not crash*/
lv_obj_t * screen_with_anim_1 = lv_obj_create(NULL);
lv_obj_t * screen_with_anim_2 = lv_obj_create(NULL);
lv_obj_t * screen_with_anim_3 = lv_obj_create(NULL);
lv_obj_t * screen_with_anim_4 = lv_obj_create(NULL);
lv_scr_load_anim(screen_with_anim_1, LV_SCR_LOAD_ANIM_OVER_LEFT, 0, 0, false);
lv_obj_add_event_cb(screen_with_anim_1, screen_with_anim_1_unloaded_cb, LV_EVENT_SCREEN_UNLOADED, NULL);
lv_scr_load_anim(screen_with_anim_2, LV_SCR_LOAD_ANIM_OVER_RIGHT, 1000, 0, true);
lv_scr_load_anim(screen_with_anim_3, LV_SCR_LOAD_ANIM_OVER_LEFT, 0, 0, true);
/*Wait to trigger the animation start callbacks*/
lv_test_wait(100);
TEST_ASSERT_EQUAL(screen_1_unloaded_called, true);
lv_scr_load_anim(screen_with_anim_4, LV_SCR_LOAD_ANIM_OVER_LEFT, 200, 0, true);
/*The active screen should be immediately replaced*/
TEST_ASSERT_EQUAL(lv_screen_active(), screen_with_anim_3);
lv_test_wait(400);
/*Check for the screens status after the transition*/
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_1), false);
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_2), false);
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_3), false);
TEST_ASSERT_EQUAL(lv_obj_is_valid(screen_with_anim_4), true);
}
#endif