1
0
mirror of https://github.com/lvgl/lvgl.git synced 2025-01-14 06:42:58 +08:00
lvgl/docs/overview/draw.rst

378 lines
16 KiB
ReStructuredText

.. _drawing:
=======
Drawing
=======
With LVGL, you don't need to draw anything manually. Just create objects
(like buttons, labels, arc, etc.), move and change them, and LVGL will
refresh and redraw what is required.
However, it can be useful to have a basic understanding of how drawing
happens in LVGL to add customization, make it easier to find bugs or
just out of curiosity.
The basic concept is to not draw directly onto the display but rather to
first draw on an internal draw buffer. When a drawing (rendering) is
ready that buffer is copied to the display.
The draw buffer can be smaller than a display's size. LVGL will simply
render in "tiles" that fit into the given draw buffer.
This approach has two main advantages compared to directly drawing to
the display:
1. It avoids flickering while the layers of the UI are
drawn. For example, if LVGL drew directly onto the display, when drawing
a *background + button + text*, each "stage" would be visible for a short time.
2. It's faster to modify a buffer in internal RAM and
finally write one pixel only once than reading/writing the display
directly on each pixel access. (e.g. via a display controller with SPI interface).
Note that this concept is different from "traditional" double buffering
where there are two display sized frame buffers: one holds the current
image to show on the display, and rendering happens to the other
(inactive) frame buffer, and they are swapped when the rendering is
finished. The main difference is that with LVGL you don't have to store
two frame buffers (which usually requires external RAM) but only smaller
draw buffer(s) that can easily fit into internal RAM.
.. _drawing_screen_refresh:
Mechanism of screen refreshing
******************************
Be sure to get familiar with the `Buffering modes of LVGL </porting/display>`__ first.
LVGL refreshes the screen in the following steps:
1. Something happens
in the UI which requires redrawing. For example, a button is pressed, a
chart is changed, an animation happened, etc.
2. LVGL saves the changed object's old and new area into a buffer, called an *Invalid area
buffer*. For optimization, in some cases, objects are not added to the buffer:
- Hidden objects are not added.
- Objects completely out of their parent are not added.
- Areas partially out of the parent are cropped to the parent's area.
- Objects on other screens are not added.
3. In every :c:macro:`LV_DEF_REFR_PERIOD` (set in ``lv_conf.h``) the
following happens:
- LVGL checks the invalid areas and joins those that are adjacent or intersecting.
- Takes the first joined area, if it's smaller than the *draw buffer*, then simply renders the area's content
into the *draw buffer*. If the area doesn't fit into the buffer, draw as many lines as possible to the *draw buffer*.
- When the area is rendered, call ``flush_cb`` from the display driver to refresh the display.
- If the area was larger than the buffer, render the remaining parts too.
- Repeat the same with remaining joined areas.
When an area is redrawn the library searches the top-most object which
covers that area and starts drawing from that object. For example, if a
button's label has changed, the library will see that it's enough to
draw the button under the text and it's not necessary to redraw the
display under the rest of the button too.
The difference between buffering modes regarding the drawing mechanism
is the following:
1. **One buffer** - LVGL needs to wait for :cpp:func:`lv_disp_flush_ready` (called from ``flush_cb``) before starting to redraw the next part.
2. **Two buffers** - LVGL can immediately draw to the second buffer when the first is sent to ``flush_cb`` because the
flushing should be done by DMA (or similar hardware) in the background.
3. **Double buffering** - ``flush_cb`` should only swap the addresses of the frame buffers.
.. _drawing_masking:
Masking
*******
*Masking* is the basic concept of LVGL's draw engine. To use LVGL it's
not required to know about the mechanisms described here but you might
find interesting to know how drawing works under hood. Knowing about
masking comes in handy if you want to customize drawing.
To learn about masking let's see the steps of drawing first. LVGL
performs the following steps to render any shape, image or text. It can
be considered as a drawing pipeline.
1. **Prepare the draw descriptors** Create a draw descriptor from an
object's styles (e.g. :cpp:struct:`lv_draw_rect_dsc_t`). This gives us the
parameters for drawing, for example colors, widths, opacity, fonts,
radius, etc.
2. **Call the draw function** Call the draw function with the draw
descriptor and some other parameters (e.g. :cpp:func:`lv_draw_rect`). It
will render the primitive shape to the current draw buffer.
3. **Create masks** If the shape is very simple and doesn't require
masks, go to #5. Otherwise, create the required masks in the draw
function. (e.g. a rounded rectangle mask)
4. **Calculate all the added mask** It composites opacity values into a
*mask buffer* with the "shape" of the created masks. E.g. in case of
a "line mask" according to the parameters of the mask, keep one side
of the buffer as it is (255 by default) and set the rest to 0 to
indicate that this side should be removed.
5. **Blend a color or image** During blending, masking (make some pixels
transparent or opaque), blending modes (additive, subtractive, etc.)
and color/image opacity are handled.
LVGL has the following built-in mask types which can be calculated and
applied real-time:
- :cpp:enumerator:`LV_DRAW_MASK_TYPE_LINE`: Removes a side from a
line (top, bottom, left or right). :cpp:func:`lv_draw_line` uses four instances
of it. Essentially, every (skew) line is bounded with four line masks
forming a rectangle.
- :cpp:enumerator:`LV_DRAW_MASK_TYPE_RADIUS`: Removes the inner or
outer corners of a rectangle with a radiused transition. It's also used
to create circles by setting the radius to large value
(:c:macro:`LV_RADIUS_CIRCLE`)
- :cpp:enumerator:`LV_DRAW_MASK_TYPE_ANGLE`: Removes a circular
sector. It is used by :cpp:func:`lv_draw_arc` to remove the "empty" sector.
- :cpp:enumerator:`LV_DRAW_MASK_TYPE_FADE`: Create a vertical fade (change opacity)
- :cpp:enumerator:`LV_DRAW_MASK_TYPE_MAP`: The mask is stored in a bitmap array and the
necessary parts are applied
Masks are used to create almost every basic primitive:
- **letters**: Create a mask from the letter and draw a rectangle with the letter's color using the mask.
- **line**: Created from four "line masks" to mask out the left, right, top and bottom part of the line to get a perfectly perpendicular perimeter.
- **rounded rectangle**: A mask is created real-time to add a radius to the corners.
- **clip corner**: To clip overflowing content (usually children) on rounded corners, a rounded rectangle mask is also applied.
- **rectangle border**: Same as a rounded rectangle but the inner part is masked out too.
- **arc drawing**: A circular border is drawn but an arc mask is applied too.
- **ARGB images**: The alpha channel is separated into a mask and the image is drawn as a normal RGB image.
Using masks
-----------
Every mask type has a related parameter structure to describe the mask's
data. The following parameter types exist:
- :cpp:type:`lv_draw_mask_line_param_t`
- :cpp:type:`lv_draw_mask_radius_param_t`
- :cpp:type:`lv_draw_mask_angle_param_t`
- :cpp:type:`lv_draw_mask_fade_param_t`
- :cpp:type:`lv_draw_mask_map_param_t`
1. Initialize a mask parameter with ``lv_draw_mask_<type>_init``. See
``lv_draw_mask.h`` for the whole API.
2. Add the mask parameter to the draw engine with
``int16_t mask_id =`` :cpp:expr:`lv_draw_mask_add(&param, ptr)`. ``ptr`` can be
any pointer to identify the mask, (``NULL`` if unused).
3. Call the draw functions
4. Remove the mask from the draw engine with
:cpp:expr:`lv_draw_mask_remove_id(mask_id)` or
:cpp:expr:`lv_draw_mask_remove_custom(ptr)`.
5. Free the parameter with :cpp:expr:`lv_draw_mask_free_param(&param)`.
A parameter can be added and removed any number of times, but it needs
to be freed when not required anymore.
:cpp:func:`lv_draw_mask_add` saves only the pointer of the mask so the parameter
needs to be valid while in use.
.. _drawing_hooks:
Hook drawing
************
Although widgets can be easily customized by styles there might be cases
when something more custom is required. To ensure a great level of
flexibility LVGL sends a lot of events during drawing with parameters
that tell what LVGL is about to draw. Some fields of these parameters
can be modified to draw something else or any custom drawing operations
can be added manually.
A good use case for this is the :ref:`Button matrix <lv_buttonmatrix>`
widget. By default, its buttons can be styled in different states, but
you can't style the buttons one by one. However, an event is sent for
every button and you can, for example, tell LVGL to use different colors
on a specific button or to manually draw an image on some buttons.
Each of these events is described in detail below.
.. _drawing_hooks_main:
Main drawing
------------
These events are related to the actual drawing of an object. E.g. the
drawing of buttons, texts, etc. happens here.
:cpp:expr:`lv_event_get_draw_ctx(event)` can be used to get the current draw ctx
and in that structure is the clip area. The clip area is required in draw functions to make them draw only
on a limited area.
LV_EVENT_DRAW_MAIN_BEGIN
^^^^^^^^^^^^^^^^^^^^^^^^
Sent before starting to draw an object. This is a good place to add
masks manually. E.g. add a line mask that "removes" the right side of an
object.
LV_EVENT_DRAW_MAIN
^^^^^^^^^^^^^^^^^^
The actual drawing of an object happens in this event. E.g. a rectangle
for a button is drawn here. First, the widgets' internal events are
called to perform drawing and after that you can draw anything on top of
them. For example you can add a custom text or an image.
LV_EVENT_DRAW_MAIN_END
^^^^^^^^^^^^^^^^^^^^^^
Called when the main drawing is finished. You can draw anything here as
well and it's also a good place to remove any masks created in
:cpp:enumerator:`LV_EVENT_DRAW_MAIN_BEGIN`.
.. _drawing_hooks_post:
Post drawing
------------
Post drawing events are called when all the children of an object are
drawn. For example LVGL use the post drawing phase to draw scrollbars
because they should be above all of the children.
:cpp:expr:`lv_event_get_draw_ctx(event)` can be used to get the current draw ctx
and in that structure is the clip area. The clip area is required in draw functions to make them draw only
on a limited area.
LV_EVENT_DRAW_POST_BEGIN
^^^^^^^^^^^^^^^^^^^^^^^^
Sent before starting the post draw phase. Masks can be added here too to
mask out the post drawn content.
LV_EVENT_DRAW_POST
^^^^^^^^^^^^^^^^^^
The actual drawing should happen here.
LV_EVENT_DRAW_POST_END
^^^^^^^^^^^^^^^^^^^^^^
Called when post drawing has finished. If masks were not removed in
:cpp:enumerator:`LV_EVENT_DRAW_MAIN_END` they should be removed here.
.. _drawing_hooks_parts:
Part drawing
------------
When LVGL draws a part of an object (e.g. a slider's indicator, a
table's cell or a button matrix's button) it sends events before and
after drawing that part with some context of the drawing. This allows
changing the parts on a very low level with masks, extra drawing, or
changing the parameters that LVGL is planning to use for drawing.
In these events an :cpp:struct:`lv_obj_draw_part_dsc_t` structure is used to describe
the context of the drawing. Not all fields are set for every part and
widget. To see which fields are set for a widget refer to the widget's
documentation.
:cpp:struct:`lv_obj_draw_part_dsc_t` has the following fields:
.. code:: c
typedef struct {
lv_draw_ctx_t * draw_ctx; /**< Draw context*/
const lv_obj_class_t * class_p; /**< The class that sent the event */
uint32_t type; /**< The type if part being draw. Element of `lv_<name>_draw_part_type_t` */
lv_area_t * draw_area; /**< The area of the part being drawn*/
lv_draw_rect_dsc_t *
rect_dsc; /**< A draw descriptor that can be modified to changed what LVGL will draw. Set only for rectangle-like parts*/
lv_draw_label_dsc_t *
label_dsc; /**< A draw descriptor that can be modified to changed what LVGL will draw. Set only for text-like parts*/
lv_draw_line_dsc_t *
line_dsc; /**< A draw descriptor that can be modified to changed what LVGL will draw. Set only for line-like parts*/
lv_draw_img_dsc_t *
img_dsc; /**< A draw descriptor that can be modified to changed what LVGL will draw. Set only for image-like parts*/
lv_draw_arc_dsc_t *
arc_dsc; /**< A draw descriptor that can be modified to changed what LVGL will draw. Set only for arc-like parts*/
const lv_point_t *
p1; /**< A point calculated during drawing. E.g. a point of chart or the center of an arc.*/
const lv_point_t * p2; /**< A point calculated during drawing. E.g. a point of chart.*/
char * text; /**< A text calculated during drawing. Can be modified. E.g. tick labels on a chart axis.*/
uint32_t text_length; /**< Size of the text buffer containing null-terminated text string calculated during drawing.*/
uint32_t part; /**< The current part for which the event is sent*/
uint32_t id; /**< The index of the part. E.g. a button's index on button matrix or table cell index.*/
int32_t radius; /**< E.g. the radius of an arc (not the corner radius).*/
int32_t value; /**< A value calculated during drawing. E.g. Chart's tick line value.*/
const void * sub_part_ptr; /**< A pointer the identifies something in the part. E.g. chart series. */
} lv_obj_draw_part_dsc_t;
:cpp:expr:`lv_event_get_draw_part_dsc(event)` can be used to get a pointer to
:cpp:struct:`lv_obj_draw_part_dsc_t`.
LV_EVENT_DRAW_PART_BEGIN
^^^^^^^^^^^^^^^^^^^^^^^^
Start the drawing of a part. This is a good place to modify the draw
descriptors (e.g. ``rect_dsc``), or add masks.
LV_EVENT_DRAW_PART_END
^^^^^^^^^^^^^^^^^^^^^^
Finish the drawing of a part. This is a good place to draw extra content
on the part or remove masks added in :cpp:enumerator:`LV_EVENT_DRAW_PART_BEGIN`.
.. _drawing_hooks_others:
Others
------
LV_EVENT_COVER_CHECK
^^^^^^^^^^^^^^^^^^^^
This event is used to check whether an object fully covers an area or
not.
:cpp:expr:`lv_event_get_cover_area(event)` returns a pointer to an area to check
and :cpp:expr:`lv_event_set_cover_res(event, res)` can be used to set one of
these results:
- :cpp:enumerator:`LV_COVER_RES_COVER`: the area is fully covered by the object
- :cpp:enumerator:`LV_COVER_RES_NOT_COVER`: the area is not covered by the object
- :cpp:enumerator:`LV_COVER_RES_MASKED`: there is a mask on the object, so it does not fully cover the area
Here are some reasons why an object would be unable to fully cover an
area:
- It's simply not fully in area
- It has a radius
- It doesn't have 100% background opacity
- It's an ARGB or chroma keyed image
- It does not have normal blending mode. In this case LVGL needs to know the
colors under the object to apply blending properly
- It's a text, etc
In short if for any reason the area below an object is visible than the
object doesn't cover that area.
Before sending this event LVGL checks if at least the widget's
coordinates fully cover the area or not. If not the event is not called.
You need to check only the drawing you have added. The existing
properties known by a widget are handled in its internal events. E.g. if
a widget has > 0 radius it might not cover an area, but you need to
handle ``radius`` only if you will modify it and the widget won't know
about it.
LV_EVENT_REFR_EXT_DRAW_SIZE
^^^^^^^^^^^^^^^^^^^^^^^^^^^
If you need to draw outside a widget, LVGL needs to know about it to
provide extra space for drawing. Let's say you create an event which
writes the current value of a slider above its knob. In this case LVGL
needs to know that the slider's draw area should be larger with the size
required for the text.
You can simply set the required draw area with
:cpp:expr:`lv_event_set_ext_draw_size(e, size)`.
.. _drawing_api:
API
***