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https://github.com/lvgl/lvgl.git
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197 lines
6.6 KiB
C
197 lines
6.6 KiB
C
/**
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* @file lv_port_disp_templ.c
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*
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*/
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/*Copy this file as "lv_port_disp.c" and set this value to "1" to enable content*/
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#if 0
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/*********************
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* INCLUDES
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*********************/
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#include "lv_port_disp_template.h"
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/*********************
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* DEFINES
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*********************/
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/**********************
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* TYPEDEFS
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**********************/
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/**********************
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* STATIC PROTOTYPES
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**********************/
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static void disp_init(void);
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static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p);
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#if LV_USE_GPU
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static void gpu_blend(lv_disp_drv_t * disp_drv, lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa);
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static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
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const lv_area_t * fill_area, lv_color_t color);
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#endif
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/**********************
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* STATIC VARIABLES
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**********************/
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/**********************
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* MACROS
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**********************/
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/**********************
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* GLOBAL FUNCTIONS
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**********************/
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void lv_port_disp_init(void)
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{
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/*-------------------------
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* Initialize your display
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* -----------------------*/
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disp_init();
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/*-----------------------------
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* Create a buffer for drawing
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*----------------------------*/
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/* LVGL requires a buffer where it draws the objects. The buffer's has to be greater than 1 display row
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*
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* There are three buffering configurations:
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* 1. Create ONE buffer with some rows:
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* LVGL will draw the display's content here and writes it to your display
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*
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* 2. Create TWO buffer with some rows:
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* LVGL will draw the display's content to a buffer and writes it your display.
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* You should use DMA to write the buffer's content to the display.
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* It will enable LVGL to draw the next part of the screen to the other buffer while
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* the data is being sent form the first buffer. It makes rendering and flushing parallel.
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*
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* 3. Create TWO screen-sized buffer:
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* Similar to 2) but the buffer have to be screen sized. When LVGL is ready it will give the
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* whole frame to display. This way you only need to change the frame buffer's address instead of
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* copying the pixels.
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* */
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/* Example for 1) */
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static lv_disp_buf_t disp_buf_1;
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static lv_color_t buf1_1[LV_HOR_RES_MAX * 10]; /*A buffer for 10 rows*/
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lv_disp_buf_init(&disp_buf_1, buf1_1, NULL, LV_HOR_RES_MAX * 10); /*Initialize the display buffer*/
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/* Example for 2) */
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static lv_disp_buf_t disp_buf_2;
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static lv_color_t buf2_1[LV_HOR_RES_MAX * 10]; /*A buffer for 10 rows*/
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static lv_color_t buf2_2[LV_HOR_RES_MAX * 10]; /*An other buffer for 10 rows*/
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lv_disp_buf_init(&disp_buf_2, buf2_1, buf2_2, LV_HOR_RES_MAX * 10); /*Initialize the display buffer*/
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/* Example for 3) */
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static lv_disp_buf_t disp_buf_3;
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static lv_color_t buf3_1[LV_HOR_RES_MAX * LV_VER_RES_MAX]; /*A screen sized buffer*/
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static lv_color_t buf3_2[LV_HOR_RES_MAX * LV_VER_RES_MAX]; /*An other screen sized buffer*/
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lv_disp_buf_init(&disp_buf_3, buf3_1, buf3_2, LV_HOR_RES_MAX * LV_VER_RES_MAX); /*Initialize the display buffer*/
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/*-----------------------------------
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* Register the display in LVGL
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*----------------------------------*/
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lv_disp_drv_t disp_drv; /*Descriptor of a display driver*/
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lv_disp_drv_init(&disp_drv); /*Basic initialization*/
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/*Set up the functions to access to your display*/
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/*Set the resolution of the display*/
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disp_drv.hor_res = 480;
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disp_drv.ver_res = 320;
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/*Used to copy the buffer's content to the display*/
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disp_drv.flush_cb = disp_flush;
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/*Set a display buffer*/
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disp_drv.buffer = &disp_buf_2;
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#if LV_USE_GPU
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/*Optionally add functions to access the GPU. (Only in buffered mode, LV_VDB_SIZE != 0)*/
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/*Blend two color array using opacity*/
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disp_drv.gpu_blend_cb = gpu_blend;
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/*Fill a memory array with a color*/
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disp_drv.gpu_fill_cb = gpu_fill;
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#endif
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/*Finally register the driver*/
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lv_disp_drv_register(&disp_drv);
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}
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/**********************
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* STATIC FUNCTIONS
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**********************/
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/* Initialize your display and the required peripherals. */
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static void disp_init(void)
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{
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/*You code here*/
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}
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/* Flush the content of the internal buffer the specific area on the display
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* You can use DMA or any hardware acceleration to do this operation in the background but
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* 'lv_disp_flush_ready()' has to be called when finished. */
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static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p)
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{
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/*The most simple case (but also the slowest) to put all pixels to the screen one-by-one*/
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int32_t x;
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int32_t y;
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for(y = area->y1; y <= area->y2; y++) {
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for(x = area->x1; x <= area->x2; x++) {
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/* Put a pixel to the display. For example: */
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/* put_px(x, y, *color_p)*/
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color_p++;
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}
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}
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/* IMPORTANT!!!
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* Inform the graphics library that you are ready with the flushing*/
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lv_disp_flush_ready(disp_drv);
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}
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/*OPTIONAL: GPU INTERFACE*/
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#if LV_USE_GPU
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/* If your MCU has hardware accelerator (GPU) then you can use it to blend to memories using opacity
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* It can be used only in buffered mode (LV_VDB_SIZE != 0 in lv_conf.h)*/
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static void gpu_blend(lv_disp_drv_t * disp_drv, lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa)
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{
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/*It's an example code which should be done by your GPU*/
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uint32_t i;
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for(i = 0; i < length; i++) {
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dest[i] = lv_color_mix(dest[i], src[i], opa);
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}
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}
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/* If your MCU has hardware accelerator (GPU) then you can use it to fill a memory with a color
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* It can be used only in buffered mode (LV_VDB_SIZE != 0 in lv_conf.h)*/
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static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
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const lv_area_t * fill_area, lv_color_t color)
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{
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/*It's an example code which should be done by your GPU*/
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int32_t x, y;
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dest_buf += dest_width * fill_area->y1; /*Go to the first line*/
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for(y = fill_area->y1; y <= fill_area->y2; y++) {
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for(x = fill_area->x1; x <= fill_area->x2; x++) {
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dest_buf[x] = color;
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}
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dest_buf+=dest_width; /*Go to the next line*/
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}
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}
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#endif /*LV_USE_GPU*/
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#else /* Enable this file at the top */
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/* This dummy typedef exists purely to silence -Wpedantic. */
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typedef int keep_pedantic_happy;
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#endif
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