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【技术分享】星空派GD32开发板LVGL移植经验分享

时间:2021-12-09 16:12

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作者:admin

标签: 开发板  移植  函数 

导读:今天有点空,我们移植一下LVGL~ 先看效果图:     在这之前,我们得调试好屏幕及触摸~ 我们以之前的LCD那个程序为模板,开始添加LVGL文件。 先下载LVGL源文件包(点击“阅读原文”查...

今天有点空,我们移植一下LVGL~
先看效果图:

8f6ab62a-5280-11ec-b2e9-dac502259ad0.jpg

8fa1d646-5280-11ec-b2e9-dac502259ad0.jpg

8fd58914-5280-11ec-b2e9-dac502259ad0.jpg

在这之前,我们得调试好屏幕及触摸~
我们以之前的LCD那个程序为模板,开始添加LVGL文件。


先下载LVGL源文件包(点击“阅读原文”查看原贴即可下载)解压下来,将GUI添加进工程:


其中由于LVGL的特性,需要添加C99支持,并屏蔽一些类型的警告:


勾选C99,并在Misc Controls 中填入 --diag_suppress=68 --diag_supp
ress=111 --diag_suppress=550:

9021e4e4-5280-11ec-b2e9-dac502259ad0.png

添加LVGL的心跳,这了由于已经用了SYStiCK作为延时定时器


我们这了新开一个定时器1,并设定为1ms中断,为LVGL提供心跳节拍~

#include "timer.h"#include "lvgl.h"
//1秒产生一次中断 int_time = CLK / ((prescaler+1) * (period+1))void TIM1_Int_Init(u16 arr,u16 psc){ timer_parameter_struct timer_parameter;
 rcu_periph_clock_enable(RCU_TIMER1);
 //预分频 timer_parameter.prescaler = psc, //对齐模式 timer_parameter.alignedmode = TIMER_COUNTER_EDGE, //定时器增长方向 timer_parameter.counterdirection = TIMER_COUNTER_UP, //定时器自动加载值 timer_parameter.period = arr, //时钟分频值 timer_parameter.clockdivision = TIMER_CKDIV_DIV4,
 timer_init(TIMER1, &timer_parameter);
 timer_interrupt_enable(TIMER1, TIMER_INT_UP); nvic_irq_enable(TIMER1_IRQn, 0, 2);
 timer_enable(TIMER1);}

void TIMER1_IRQHandler(){ IF (timer_interrupt_flag_get(TIMER1, TIMER_INT_UP) != RESET) {  lv_tick_inc(1);//lvgl的1ms心跳  timer_interrupt_flag_clear(TIMER1, TIMER_INT_UP); }}

在main初始化里面设定:

 TIM1_Int_Init(999,119);//定时器初始化(1ms 中断),用于给 lvgl 提供 1ms 的心跳节拍

其余就是一些常见的config的配置:
对lv_conf.h进行如下修改:

/** * [url=home.php?mod=space&uid=1455510]@file[/url] lv_conf.h * */
/* * COPY THIS FILE AS `lv_conf.h` NEXT TO the `lvgl` FOLDER */
#if 1 /*Set it to "1" to enable content*/
#ifndef LV_CONF_H#define LV_CONF_H/* clang-format off */
#include 
/*====================  Graphical settings *====================*/
/* Maximal horizontal and vertical resolution to support by the library.*/#define LV_HOR_RES_MAX     (320) //320#define LV_VER_RES_MAX     (480) //480
/* Color depth: * - 1: 1 byte per pixel * - 8: RGB233 * - 16: RGB565 * - 32: ARGB8888 */#define LV_COLOR_DEPTH   16
/* Swap the 2 bytes of RGB565 color. * Useful if the display has a 8 bit inteRFace (e.g. SPI)*/#define LV_COLOR_16_SWAP  0
/* 1: Enable screen transparency. * Useful for OSD or other overlapping GUIs. * Requires `LV_COLOR_DEPTH = 32` colors and the screen's style should be modified: `style.body.opa = ...`*/#define LV_COLOR_SCREEN_TRANSP  0
/*Images pixels with this color will not be drawn (with chroma keying)*/#define LV_COLOR_TRANSP  LV_COLOR_LIME     /*LV_COLOR_LIME: pure green*/
/* Enable anti-aliasing (lines, and radiuses will be smoothed) */#define LV_ANTIALIAS    1
/* Default display refresh period. * Can be changed in the display driver (`lv_disp_drv_t`).*/#define LV_DISP_DEF_REFR_PERIOD   30   /*[ms]*/
/* Dot Per Inch: used to initialize default sizes. * E.g. a button with width = LV_DPI / 2 -> half inch wide * (Not so important, you can adjust it to modify default sizes and spaces)*/#define LV_DPI       60   /*[px]*/
/* Type of coordinates. Should be `int16_t` (or `int32_t` for extreme cases) */typedef int16_t lv_coord_t;
/*=========================  Memory manager settings *=========================*/
/* LittelvGL's internal memory manager's settings. * The graphical objects and other related data are stored here. */
/* 1: use custom malloc/free, 0: use the built-in `lv_mem_alloc` and `lv_mem_free` */#define LV_MEM_CUSTOM   0#if LV_MEM_CUSTOM == 0/* Size of the memory used by `lv_mem_alloc` in bytes (>= 2kB)*/# define LV_MEM_SIZE  (16U * 1024U)
/* Complier prefix for a big array declaration */# define LV_MEM_ATTR
/* Set an address for the memory pool instead of allocating it as an array. * Can be in external SRAM too. */# define LV_MEM_ADR     0
/* Automatically defrag. on free. Defrag. means joining the adjacent free cells. */# define LV_MEM_AUTO_DEFRAG 1#else    /*LV_MEM_CUSTOM*/# define LV_MEM_CUSTOM_INCLUDE   /*Header for the dynamic memory function*/# define LV_MEM_CUSTOM_ALLOC  malloc    /*Wrapper to malloc*/# define LV_MEM_CUSTOM_FREE  free     /*Wrapper to free*/#endif   /*LV_MEM_CUSTOM*/
/* Garbage Collector settings * Used if lvgl is binded to higher level language and the memory is managed by that language */#define LV_ENABLE_GC 0#if LV_ENABLE_GC != 0# define LV_GC_INCLUDE "gc.h"              /*Include Garbage Collector related things*/# define LV_MEM_CUSTOM_REALLOC  your_realloc      /*Wrapper to realloc*/# define LV_MEM_CUSTOM_GET_SIZE your_mem_get_size   /*Wrapper to lv_mem_get_size*/#endif /* LV_ENABLE_GC */
/*=======================  Input device settings *=======================*/
/* Input device default settings. * Can be changed in the Input device driver (`lv_indev_drv_t`)*/
/* Input device read period in milliseconds */#define LV_INDEV_DEF_READ_PERIOD     30
/* Drag threshold in pixels */#define LV_INDEV_DEF_DRAG_LIMIT      10
/* Drag throw slow-down in [%]. Greater value -> faster slow-down */#define LV_INDEV_DEF_DRAG_THROW      20
/* Long press time in milliseconds. * Time to send `LV_EVENT_LONG_PRESSSED`) */#define LV_INDEV_DEF_LONG_PRESS_TIME   400
/* repeated trigger period in long press [ms] * Time between `LV_EVENT_LONG_PRESSED_REPEAT */#define LV_INDEV_DEF_LONG_PRESS_REP_TIME 100
/*================== * Feature usage *==================*/
/*1: Enable the Animations */#define LV_USE_ANIMATION    1#if LV_USE_ANIMATION
/*Declare the type of the user data of animations (can be e.g. `void *`, `int`, `struct`)*/typedef void * lv_anim_user_data_t;
#endif
/* 1: Enable shadow drawing*/#define LV_USE_SHADOW      1
/* 1: Enable object groups (for keyboard/encoder navigation) */#define LV_USE_GROUP      1#if LV_USE_GROUPtypedef void * lv_group_user_data_t;#endif /*LV_USE_GROUP*/
/* 1: Enable GPU interface*/#define LV_USE_GPU       0
/* 1: Enable file system (might be required for images */#define LV_USE_FILESYSTEM    0#if LV_USE_FILESYSTEM/*Declare the type of the user data of file system drivers (can be e.g. `void *`, `int`, `struct`)*/typedef void * lv_fs_drv_user_data_t;#endif
/*1: Add a `user_data` to drivers and objects*/#define LV_USE_USER_DATA    0
/*======================== * Image decoder and cache *========================*/
/* 1: Enable indexed (palette) images */#define LV_IMG_CF_INDEXED    1
/* 1: Enable alpha indexed images */#define LV_IMG_CF_ALPHA     1
/* Default image cache size. Image caching keeps the images opened. * If only the built-in image formats are used there is no real advantage of caching. * (I.e. no new image decoder is added) * With complex image decoders (e.g. PNG or JPG) caching can save the continuous open/decode of images. * However the opened images might consume additional RAM. * LV_IMG_CACHE_DEF_SIZE must be >= 1 */#define LV_IMG_CACHE_DEF_SIZE    1
/*Declare the type of the user data of image decoder (can be e.g. `void *`, `int`, `struct`)*/typedef void * lv_img_decoder_user_data_t;
/*===================== * Compiler settings *====================*//* Define a custom attribute to `lv_tick_inc` function */#define LV_ATTRIBUTE_TICK_INC
/* Define a custom attribute to `lv_task_handler` function */#define LV_ATTRIBUTE_TASK_HANDLER
/* With size optimization (-Os) the compiler might not align data to * 4 or 8 byte boundary. This alignment will be explicitly applied where needed. * E.g. __attribute__((aligned(4))) */#define LV_ATTRIBUTE_MEM_ALIGN
/* Attribute to mark large constant arrays for example * font's bitmaps */#define LV_ATTRIBUTE_LARGE_CONST    
/*=================== * HAL settings *==================*/
/* 1: use a custom tick source. * It removes the need to manually update the tick with `lv_tick_inc`) */#define LV_TICK_CUSTOM   0#if LV_TICK_CUSTOM == 1#define LV_TICK_CUSTOM_INCLUDE "something.h"    /*Header for the sys time function*/#define LV_TICK_CUSTOM_SYS_TIME_EXPR (millis())   /*Expression evaluating to current systime in ms*/#endif  /*LV_TICK_CUSTOM*/
typedef void * lv_disp_drv_user_data_t;       /*Type of user data in the display driver*/typedef void * lv_indev_drv_user_data_t;      /*Type of user data in the input device driver*/
/*================ * Log settings *===============*/
/*1: Enable the log module*/#define LV_USE_LOG   0#if LV_USE_LOG/* How important log should be added: * LV_LOG_LEVEL_TRACE    A lot of logs to give detaiLED information * LV_LOG_LEVEL_INFO    Log important events * LV_LOG_LEVEL_WARN    Log if something unwanted happened but didn't cause a problem * LV_LOG_LEVEL_ERROR    Only critical issue, when the system may fail * LV_LOG_LEVEL_NONE    Do not log anything */# define LV_LOG_LEVEL  LV_LOG_LEVEL_WARN
/* 1: Print the log with 'printf'; * 0: user need to register a callback with `lv_log_register_print`*/# define LV_LOG_PRINTF  0#endif /*LV_USE_LOG*/
/*================ * THEME USAGE *================*/#define LV_THEME_LIVE_UPDATE  1  /*1: Allow theme switching at run time. Uses 8..10 kB of RAM*/
#define LV_USE_THEME_TEMPL   1  /*Just for test*/#define LV_USE_THEME_DEFAULT  1  /*Built mainly from the built-in styles. Consumes very few RAM*/#define LV_USE_THEME_ALIEN   1  /*Dark futuristic theme*/#define LV_USE_THEME_NIGHT   1  /*Dark elegant theme*/#define LV_USE_THEME_MONO    1  /*Mono color theme for monochrome displays*/#define LV_USE_THEME_MATERIAL  1  /*Flat theme with bold colors and light shadows*/#define LV_USE_THEME_ZEN    1  /*Peaceful, mainly light theme */#define LV_USE_THEME_NEMO    1  /*Water-like theme based on the movie "Finding Nemo"*/
/*================== *  FONT USAGE *===================*/
/* The built-in fonts contains the ASCII range and some Symbols with 4 bit-per-pixel. * The symbols are available via `LV_SYMBOL_...` defines * More info about fonts: https://docs.littlevgl.com/#Fonts * To create a new font go to: https://littlevgl.com/ttf-font-to-c-array */
/* Robot fonts with bpp = 4 * https://fonts.google.com/specimen/Roboto */#define LV_FONT_ROBOTO_12  0#define LV_FONT_ROBOTO_16  1#define LV_FONT_ROBOTO_22  0#define LV_FONT_ROBOTO_28  0
/*Pixel perfect monospace font * http://pelulamu.net/unscii/ */#define LV_FONT_UNSCII_8   0
/* Optionally declare your custom fonts here. * You can use these fonts as default font too * and they will be available globally. E.g. * #define LV_FONT_CUSTOM_DECLARE LV_FONT_DECLARE(my_font_1)  *                LV_FONT_DECLARE(my_font_2) */#define LV_FONT_CUSTOM_DECLARE
/*Always set a default font from the built-in fonts*/#define LV_FONT_DEFAULT    &lv_font_roboto_16
/* Enable it if you have fonts with a lot of characters. * The limit depends on the font size, font face and bpp * but with > 10,000 characters if you see issues probably you need to enable it.*/#define LV_FONT_FMT_TXT_LARGE  0
/*Declare the type of the user data of fonts (can be e.g. `void *`, `int`, `struct`)*/typedef void * lv_font_user_data_t;
/*================= * Text settings *=================*/
/* Select a character encoding for strings. * Your IDE or editor should have the same character encoding * - LV_TXT_ENC_UTF8 * - LV_TXT_ENC_ASCII * */#define LV_TXT_ENC LV_TXT_ENC_UTF8
 /*Can break (wrap) texts on these chars*/#define LV_TXT_BREAK_CHARS         " ,.;:-_"
/*=================== * LV_OBJ SETTINGS *==================*/
/*Declare the type of the user data of object (can be e.g. `void *`, `int`, `struct`)*/typedef void * lv_obj_user_data_t;
/*1: enable `lv_obj_realaign()` based on `lv_obj_align()` parameters*/#define LV_USE_OBJ_REALIGN     1
/* Enable to make the object clickable on a larger area. * LV_EXT_CLICK_AREA_OFF or 0: Disable this feature * LV_EXT_CLICK_AREA_TINY: The extra area can be adjusted horizontally and vertically (0..255 px) * LV_EXT_CLICK_AREA_FULL: The extra area can be adjusted in all 4 directions (-32k..+32k px) */#define LV_USE_EXT_CLICK_AREA LV_EXT_CLICK_AREA_OFF
/*================== * LV OBJ X USAGE *================*//* * Documentation of the object types: https://docs.littlevgl.com/#Object-types */
/*Arc (dependencies: -)*/#define LV_USE_ARC   1
/*Bar (dependencies: -)*/#define LV_USE_BAR   1
/*Button (dependencies: lv_cont*/#define LV_USE_BTN   1#if LV_USE_BTN != 0/*Enable button-state animations - draw a circle on click (dependencies: LV_USE_ANIMATION)*/# define LV_BTN_INK_EFFECT  0#endif
/*Button matrix (dependencies: -)*/#define LV_USE_BTNM   1
/*Calendar (dependencies: -)*/#define LV_USE_CALENDAR 1
/*Canvas (dependencies: lv_img)*/#define LV_USE_CANVAS  1
/*Check box (dependencies: lv_btn, lv_label)*/#define LV_USE_CB    1
/*Chart (dependencies: -)*/#define LV_USE_CHART  1#if LV_USE_CHART# define LV_CHART_AXIS_TICK_LABEL_MAX_LEN  20#endif
/*Container (dependencies: -*/#define LV_USE_CONT   1
/*Drop down list (dependencies: lv_page, lv_label, lv_symbol_def.h)*/#define LV_USE_DDLIST  1#if LV_USE_DDLIST != 0/*Open and close default animation time [ms] (0: no animation)*/# define LV_DDLIST_DEF_ANIM_TIME   200#endif
/*Gauge (dependencies:lv_bar, lv_lmeter)*/#define LV_USE_GAUGE  1
/*Image (dependencies: lv_label*/#define LV_USE_IMG   1
/*Image Button (dependencies: lv_btn*/#define LV_USE_IMGBTN  1#if LV_USE_IMGBTN/*1: The imgbtn requires left, mid and right parts and the width can be set freely*/# define LV_IMGBTN_TILED 0#endif
/*Keyboard (dependencies: lv_btnm)*/#define LV_USE_KB    1
/*Label (dependencies: -*/#define LV_USE_LABEL  1#if LV_USE_LABEL != 0/*Hor, or ver. scroll speed [px/sec] in 'LV_LABEL_LONG_ROLL/ROLL_CIRC' mode*/# define LV_LABEL_DEF_SCROLL_SPEED    25
/* Waiting period at beginning/end of animation cycle */# define LV_LABEL_WAIT_CHAR_COUNT    3
/*Enable selecting text of the label */# define LV_LABEL_TEXT_SEL        0
/*Store extra some info in labels (12 bytes) to speed up drawing of very long texts*/# define LV_LABEL_LONG_TXT_HINT     0#endif
/*LED (dependencies: -)*/#define LV_USE_LED   1
/*Line (dependencies: -*/#define LV_USE_LINE   1
/*List (dependencies: lv_page, lv_btn, lv_label, (lv_img optionally for icons ))*/#define LV_USE_LIST   1#if LV_USE_LIST != 0/*Default animation time of focusing to a list element [ms] (0: no animation) */# define LV_LIST_DEF_ANIM_TIME 100#endif
/*Line meter (dependencies: *;)*/#define LV_USE_LMETER  1
/*Message box (dependencies: lv_rect, lv_btnm, lv_label)*/#define LV_USE_MBOX   1
/*Page (dependencies: lv_cont)*/#define LV_USE_PAGE   1#if LV_USE_PAGE != 0/*Focus default animation time [ms] (0: no animation)*/# define LV_PAGE_DEF_ANIM_TIME   400#endif
/*Preload (dependencies: lv_arc, lv_anim)*/#define LV_USE_PRELOAD   1#if LV_USE_PRELOAD != 0# define LV_PRELOAD_DEF_ARC_LENGTH  60   /*[deg]*/# define LV_PRELOAD_DEF_SPIN_TIME  1000  /*[ms]*/# define LV_PRELOAD_DEF_ANIM     LV_PRELOAD_TYPE_SPINNING_ARC#endif
/*Roller (dependencies: lv_ddlist)*/#define LV_USE_ROLLER  1#if LV_USE_ROLLER != 0/*Focus animation time [ms] (0: no animation)*/# define LV_ROLLER_DEF_ANIM_TIME   200
/*Number of extra "pages" when the roller is infinite*/# define LV_ROLLER_INF_PAGES     7#endif
/*Slider (dependencies: lv_bar)*/#define LV_USE_SLIDER  1
/*Spinbox (dependencies: lv_ta)*/#define LV_USE_SPINBOX    1
/*Switch (dependencies: lv_slider)*/#define LV_USE_SW    1
/*Text area (dependencies: lv_label, lv_page)*/#define LV_USE_TA    1#if LV_USE_TA != 0# define LV_TA_DEF_CURSOR_BLINK_TIME 400   /*ms*/# define LV_TA_DEF_PWD_SHOW_TIME   1500  /*ms*/#endif
/*Table (dependencies: lv_label)*/#define LV_USE_TABLE  1#if LV_USE_TABLE# define LV_TABLE_COL_MAX  12#endif
/*Tab (dependencies: lv_page, lv_btnm)*/#define LV_USE_TABVIEW   1# if LV_USE_TABVIEW != 0/*Time of slide animation [ms] (0: no animation)*/# define LV_TABVIEW_DEF_ANIM_TIME  300#endif
/*Tileview (dependencies: lv_page) */#define LV_USE_TILEVIEW   1#if LV_USE_TILEVIEW/*Time of slide animation [ms] (0: no animation)*/# define LV_TILEVIEW_DEF_ANIM_TIME  300#endif
/*Window (dependencies: lv_cont, lv_btn, lv_label, lv_img, lv_page)*/#define LV_USE_WIN   1
/*================== * Non-user section *==================*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)  /* Disable warnings for Visual Studio*/# define _CRT_SECURE_NO_WARNINGS#endif
/*--END OF LV_CONF_H--*/
/*Be sure every define has a default value*/#include "lvgl/src/lv_conf_checker.h"
#endif /*LV_CONF_H*/
#endif /*End of "Content enable"*/

主要分辨率要选成自己的屏幕对于的,并关闭系统支持~
下面我们对底层进行移植:
主要是lcd驱动及TOUCH驱动,我们把LVGL里面porting文件夹里面的temp进行修改:
其中:
lv_port_dis.c

/** * @file lv_port_disp.c * */
 /*Copy this file as "lv_port_disp.c" and set this value to "1" to enable content*/#if 1
/********************* *   INCLUDES *********************/#include "lv_port_disp.h"#include "lcd.h"/********************* *   DEFINES *********************/
/********************** *   TYPEDEFS **********************/
/********************** * STATIC PROTOTYPES **********************/static void disp_init(void);
static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p);#if LV_USE_GPUstatic void gpu_blend(lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa);static void gpu_fill(lv_color_t * dest, uint32_t length, lv_color_t color);#endif
/********************** * STATIC VARIABLES **********************/
/********************** *   MACROS **********************/
/********************** *  GLOBAL FUNCTIONS **********************/
void lv_port_disp_init(void){  /*-------------------------   * Initialize your display   * -----------------------*/  disp_init();
  /*-----------------------------   * Create a buffer for drawing   *----------------------------*/  /* Example for 1) */  static lv_disp_buf_t disp_buf_1;  static lv_color_t buf1_1[LV_HOR_RES_MAX * 10];           /*A buffer for 10 rows*/  lv_disp_buf_init(&disp_buf_1, buf1_1, NULL, LV_HOR_RES_MAX * 10);  /*Initialize the display buffer*/
  /*-----------------------------------   * Register the display in LittlevGL   *----------------------------------*/
  lv_disp_drv_t disp_drv;             /*Descriptor of a display driver*/  lv_disp_drv_init(&disp_drv);          /*Basic initialization*/
  /*Set up the functions to access to your display*/
  /*Set the resolution of the display*/        //适配多个屏幕  disp_drv.hor_res = lcddev.width;  disp_drv.ver_res = lcddev.height;        
  /*Used to copy the buffer's content to the display*/  disp_drv.flush_cb = disp_flush;
  /*Set a display buffer*/  disp_drv.buffer = &disp_buf_1;
#if LV_USE_GPU  /*Optionally add functions to access the GPU. (Only in buffered mode, LV_VDB_SIZE != 0)*/
  /*Blend two color array using opacity*/  disp_drv.gpu_blend = gpu_blend;
  /*Fill a memory array with a color*/  disp_drv.gpu_fill = gpu_fill;#endif
  /*Finally register the driver*/  lv_disp_drv_register(&disp_drv);}
/********************** *  STATIC FUNCTIONS **********************/
/* Initialize your display and the required peripherals. */static void disp_init(void){  /*You code here*/}
/* Flush the content of the internal buffer the specific area on the display * You can use DMA or any hardware acceleration to do this operation in the background but * 'lv_disp_flush_ready()' has to be called when finished. */static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p){        LCD_Color_Fill(area->x1,area->y1,area->x2,area->y2,(u16*)color_p);  /* IMPORTANT!!!   * Inform the graphics library that you are ready with the flushing*/  lv_disp_flush_ready(disp_drv);}

/*OPTIONAL: GPU INTERFACE*/#if LV_USE_GPU
/* If your MCU has hardware accelerator (GPU) then you can use it to blend to memories using opacity * It can be used only in buffered mode (LV_VDB_SIZE != 0 in lv_conf.h)*/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){  /*It's an example code which should be done by your GPU*/  uint32_t i;  for(i = 0; i < length; i++) {    dest[i] = lv_color_mix(dest[i], src[i], opa);  }}
/* If your MCU has hardware accelerator (GPU) then you can use it to fill a memory with a color * It can be used only in buffered mode (LV_VDB_SIZE != 0 in lv_conf.h)*/static void gpu_fill_cb(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,          const lv_area_t * fill_area, lv_color_t color);{  /*It's an example code which should be done by your GPU*/  uint32_t x, y;  dest_buf += dest_width * fill_area->y1; /*Go to the first line*/
  for(y = fill_area->y1; y < fill_area->y2; y++) {    for(x = fill_area->x1; x < fill_area->x2; x++) {      dest_buf[x] = color;    }    dest_buf+=dest_width;  /*Go to the next line*/  }}
#endif /*LV_USE_GPU*/
#else /* Enable this file at the top */
/* This dummy typedef exists purely to silence -Wpedantic. */typedef int keep_pedantic_happy;#endif

lv_port_indev.c

/** * @file lv_port_indev.c * */
 /*Copy this file as "lv_port_indev.c" and set this value to "1" to enable content*/#if 1
/********************* *   INCLUDES *********************/#include "lv_port_indev.h"#include "touch.h"/********************* *   DEFINES *********************/
/********************** *   TYPEDEFS **********************/
/********************** * STATIC PROTOTYPES **********************/
static bool touchpad_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data);


/********************** * STATIC VARIABLES **********************/


/********************** *   MACROS **********************/
/********************** *  GLOBAL FUNCTIONS **********************/
void lv_port_indev_init(void){  lv_indev_drv_t indev_drv;
  /*------------------   * Touchpad   * -----------------*/
  /*Register a touchpad input device*/  lv_indev_drv_init(&indev_drv);  indev_drv.type = LV_INDEV_TYPE_POINTER;  indev_drv.read_cb = touchpad_read;  lv_indev_drv_register(&indev_drv);}
/********************** *  STATIC FUNCTIONS **********************/
/* Will be called by the library to read the touchpad */static bool touchpad_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data){        static uint16_t last_x = 0;        static uint16_t last_y = 0;        if(tp_dev.sta&TP_PRES_DOWN)//触摸按下了        {            last_x = tp_dev.x[0];            last_y = tp_dev.y[0];            data->point.x = last_x;            data->point.y = last_y;            data->state = LV_INDEV_STATE_PR;        }else{            data->point.x = last_x;            data->point.y = last_y;            data->state = LV_INDEV_STATE_REL;        }  /*Return `false` because we are not buffering and no more data to read*/  return false;}




#else /* Enable this file at the top */
/* This dummy typedef exists purely to silence -Wpedantic. */typedef int keep_pedantic_happy;#endif

在新建一个GUI_APP文件夹,把里面我们要展示的例子,添加进去~

904c3f1e-5280-11ec-b2e9-dac502259ad0.png

在main函数里面调用:

TIM1_Int_Init(999,119);//定时器初始化(1ms 中断),用于给 lvgl 提供 1ms 的心跳节拍 LCD_Init(); tp_dev.init();//触摸初始化
  lv_init();                        //lvgl系统初始化    lv_port_disp_init();    //lvgl显示接口初始化,放在lv_init()的后面    lv_port_indev_init();    //lvgl输入接口初始化,放在lv_init()的后面        //通过TEST_NUM的值来选择运行不同的例程    #if(TEST_NUM==1)        demo_create();                #elif(TEST_NUM==2)        lv_test_theme_1(lv_theme_night_init(210, NULL));    #else        lv_test_theme_2();    #endif        while(1)    {        tp_dev.scan(0);        lv_task_handler();    }

编译,查看效果。如前图。好了LVGL的移植就到这了。谢谢大家观看~


原文标题:【技术分享】星空派GD32开发板LVGL移植经验分享

文章出处:【微信公众号:电子发烧友论坛】欢迎添加关注!文章转载请注明出处。


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