.. _os_interrupt: =============================== Operating system and interrupts =============================== LVGL is **not thread-safe** by default. However, in the following conditions it's valid to call LVGL related functions: - In *events*. Learn more in :ref:`events`. - In *lv_timer*. Learn more in :ref:`timer`. Tasks and threads ----------------- If you need to use real tasks or threads, you need a mutex which should be invoked before the call of :cpp:func:`lv_timer_handler` and released after it. Also, you have to use the same mutex in other tasks and threads around every LVGL (``lv_...``) related function call and code. This way you can use LVGL in a real multitasking environment. Just make use of a mutex to avoid the concurrent calling of LVGL functions. LVGL has a built-in mutex which can be used with: - :cpp:func:`lv_lock()` and :cpp:func:`lv_lock_isr()` - :cpp:func:`lv_unlock()` These functions are called internally in :cpp:func:`lv_timer_handler` and the users need to call them only from their own threads. To enable ``lv_lock/lv_unlock`` ``LV_USE_OS`` needs to be set to other than ``LV_OS_NONE``. Here is some pseudocode to illustrate the concept: .. code:: c void lvgl_thread(void) { while(1) { uint32_t time_till_next; time_till_next = lv_timer_handler(); /*lv_lock/lv_unlock is called internally*/ thread_sleep(time_till_next); /* sleep for a while */ } } void other_thread(void) { /* You must always hold the mutex while using LVGL APIs */ lv_lock(); lv_obj_t *img = lv_image_create(lv_screen_active()); lv_unlock(); while(1) { lv_lock(); /* change to the next image */ lv_image_set_src(img, next_image); lv_unlock(); thread_sleep(2000); } } Interrupts ---------- Try to avoid calling LVGL functions from interrupt handlers (except :cpp:func:`lv_tick_inc` and :cpp:func:`lv_display_flush_ready`). But if you need to do this you have to disable the interrupt which uses LVGL functions while :cpp:func:`lv_timer_handler` is running. It's a better approach to simply set a flag or some value in the interrupt, and periodically check it in an LVGL timer (which is run by :cpp:func:`lv_timer_handler`).