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mirror of https://github.com/lvgl/lvgl.git synced 2025-01-28 07:03:00 +08:00
Mariotaku efc5bb40d9
feat(drawing) hardware accelerated rendering by SDL2 (#2484)
* Hardware accelerated SDL render WIP

* Rect drawing code cleanup

* Fixed arc drawing angle
Fixed compact rect drawing

* Refactoring
Fixed cache deinit order

* Image recolor
Drawing left and right border

* Math problems

* Improving draw cache

* Improving line drawing logic

* Improving arc drawing quality

* Added round function

* Attempts to render properly on Pi

* Updated lruc function names

* Updated symbol names

* Saved ram by reusing part of background rect

* Added outline drawing
Removed arc texture caching

* rect drawing cache rendering

* high efficiency rect shadow texture caching

* fixed simple borders drawing

* fixed generic borders drawing

* Simplified text atlas caching logic
Supports chroma keyed image

* Color palette WIP

* Improved draw cache

* Updated defines for better build

* renaming files for better consistency

* fix includes

* Updated lv_conf_internal with generator

* Fixing build issues

* fixed img rotation pivot

* better font atlas caching WIP

* fix includes

* full font atlas support
improved gpu caching for rect

* update conf header

* fix palette creation

* Fixed font atlas key matching

* fixed chroma key image background

* added 3bpp mask palette (WIP)

* fixed caching key initialization

* disabled gpu arc drawing for now
updated naming convention

* updated naming convention

* fix makefile and include path

* improved rect drawing when having masks

* improved rect drawing when having masks

* reduced texture allocation while drawing with mask

* accurate clipping for rects and texts

* fixed build error

* fixed build error

* line drawing WIP

* updated imports

* fixed freezes if LRU has smaller new item

* fixed clipping rect color

* fixed build error

* using built-in free function for LRU key

* Added custom background drawing function

* fixing imports

* fixed shadow bitmap on old SDL libs

* improved draw_img compatibility

* fixing font baking

* fixed font rendering

* fixed lv_draw_line check

* configurable SDL include path

* disabled SDL line drawing implementation

* supports screen resize

* sdl: Remove duplicated object

Observed issue:

  /usr/bin/ld: lv_gpu_sdl_texture_cache.o: \
  in function `_lv_gpu_sdl_texture_cache_init':
  lv_gpu_sdl_texture_cache.c:(.text+0x30): \
  multiple definition of `_lv_gpu_sdl_texture_cache_init'; \
  lv_gpu_sdl_texture_cache.o:lv_gpu_sdl_texture_cache.c:(.text+0x30): \
  first defined here

Forwarded: https://github.com/mariotaku/lvgl/pull/1
Relate-to: https://github.com/lvgl/lvgl/pull/2484
Signed-off-by: Philippe Coval <philippe.coval@huawei.com>

* Reduced opening of image

* Closes image resource properly

* improved draw image logic

* Moved driver related code to lv_drivers

* fixed lv_deinit implicit sdl code invocation

* improved shadow clipping

* fixed outline area invalidation

* updated comments

* formatted code using astyle

* Updated README

* formatted code

* fixed typo

* fixed static declaration

Co-authored-by: Gabor Kiss-Vamosi <kisvegabor@gmail.com>
Co-authored-by: Philippe Coval <philippe.coval@huawei.com>
2021-09-16 18:20:32 +02:00
2021-01-23 23:50:00 +01:00
2021-03-16 20:53:42 +01:00
2021-09-01 11:47:09 +02:00

LVGL - Light and Versatile Graphics Library

LVGL provides everything you need to create an embedded GUI with easy-to-use graphical elements, beautiful visual effects and a low memory footprint.

Website · Docs · Forum · Services · Interactive examples


Table of content

Overview

Features

  • Powerful building blocks: buttons, charts, lists, sliders, images, etc.
  • Advanced graphics engine: animations, anti-aliasing, opacity, smooth scrolling, blending modes, etc
  • Supports various input devices: touchscreen, mouse, keyboard, encoder, buttons, etc.
  • Supports multiple displays
  • Hardware independent, can be use with any microcontroller and display
  • Scalable to operate with little memory (64 kB Flash, 16 kB RAM)
  • Multi-language support with UTF-8 handling, CJK, Bidirectional and Arabic script support
  • Fully customizable graphical elements via CSS-like styles
  • Powerful layouts inspired by CSS: Flexbox and Grid
  • OS, External memory and GPU are supported but not required. (built in support for STM32 DMA2D, and NXP PXP and VGLite)
  • Smooth rendering even with a single frame buffer
  • Written in C and compatibile with C++
  • Micropython Binding exposes LVGL API in Micropython
  • Simulator to develop on PC without embedded hardware
  • 100+ simple Examples
  • Documentation and API references online and in PDF

Requirements

Basically, every modern controller (which is able to drive a display) is suitable to run LVGL. The minimal requirements are:

Name Minimal Recommended
Architecture 16, 32 or 64 bit microcontroller or processor
Clock > 16 MHz > 48 MHz
Flash/ROM > 64 kB > 180 kB
Static RAM > 16 kB > 48 kB
Draw buffer > 1 × hor. res. pixels > 1/10 screen size
Compiler C99 or newer

Note that the memory usage might vary depending on the architecture, compiler and build options.

Supported platforms

LVGL is completely platform independent and can be used with any MCU that fulfills the requirements. Just to mention some platforms:

LVGL is also avaiable as:

Get started

This list shows the recommended way of learning the library:

  1. Check the Online demos to see LVGL in action (3 minutes)
  2. Read the Introduction page of the documentation (5 minutes)
  3. Get familiar with the basics on the Quick overview page (15 minutes)
  4. Set up a Simulator (10 minutes)
  5. Try out some Examples
  6. Port LVGL to a board. See the Porting guide or check the ready to use Projects
  7. Read the Overview page to get a better understanding of the library (2-3 hours)
  8. Check the documentation of the Widgets to see their features and usage
  9. If you have questions go to the Forum
  10. Read the Contributing guide to see how you can help to improve LVGL (15 minutes)

Examples

For more examples see the examples folder.

LVGL button with label example

C

lv_obj_t * btn = lv_btn_create(lv_scr_act());                   /*Add a button to the current screen*/
lv_obj_set_pos(btn, 10, 10);                                    /*Set its position*/
lv_obj_set_size(btn, 100, 50);                                  /*Set its size*/
lv_obj_add_event_cb(btn, btn_event_cb, LV_EVENT_CLICKED, NULL); /*Assign a callback to the button*/

lv_obj_t * label = lv_label_create(btn);                        /*Add a label to the button*/
lv_label_set_text(label, "Button");                             /*Set the labels text*/
lv_obj_center(label);                                           /*Align the label to the center*/
...

void btn_event_cb(lv_event_t * e)
{
  printf("Clicked\n");
}

Micropython

Learn more about Micropython.

def btn_event_cb(e):
  print("Clicked")

# Create a Button and a Label
btn = lv.btn(lv.scr_act())
btn.set_pos(10, 10)
btn.set_size(100, 50)
btn.add_event_cb(btn_event_cb, lv.EVENT.CLICKED, None)

label = lv.label(btn)
label.set_text("Button")
label.center()

Services

LVGL Kft was established to provide a solid background for LVGL library. We offer several type of services to help you in UI development:

  • Graphics design
  • UI implementation
  • Consulting/Support

For more information see https://lvgl.io/services Feel free to contact us if you have any questions.

Contributing

LVGL is an open project and contribution is very welcome. There are many ways to contribute from simply speaking about your project, through writing examples, improving the documentation, fixing bugs to hosting your own project under the LVGL organization.

For a detailed description of contribution opportunities visit the Contributing section of the documentation.

Languages
C 90.2%
C++ 8.1%
Python 1.2%
Assembly 0.2%
CMake 0.1%