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docs(porting): review and update to v9
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@ -5,7 +5,7 @@ Display interface
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=================
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To create a display for LVGL call
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:cpp:expr:`lv_disp_t * disp = lv_disp_create(hor_res, ver_res)`. You can create
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:cpp:expr:`lv_display_t * display = lv_display_create(hor_res, ver_res)`. You can create
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a multiple displays and a different driver for each (see below),
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Basic setup
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@ -22,38 +22,39 @@ An example ``flush_cb`` looks like this:
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.. code:: c
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void my_flush_cb(lv_disp_t * disp, const lv_area_t * area, lv_color_t * buf)
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void my_flush_cb(lv_display_t * display, const lv_area_t * area, void * px_map)
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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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*`put_px` is just an example, it needs to be implemented by you.*/
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uint16_t * buf16 = (uint16_t)px_map; /*Let's say it's a 16 bit (RGB565) display*/
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int32_t x, 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_px(x, y, *buf);
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buf++;
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put_px(x, y, *buf16);
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buf16++;
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}
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}
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/* IMPORTANT!!!
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* Inform LVGL that you are ready with the flushing and buf is not used anymore*/
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lv_disp_flush_ready(disp);
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lv_display_flush_ready(disp);
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}
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Use :cpp:expr:`lv_disp_set_flush_cb(disp, my_flush_cb)` to set a new ``flush_cb``.
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Use :cpp:expr:`lv_display_set_flush_cb(disp, my_flush_cb)` to set a new ``flush_cb``.
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:cpp:expr:`lv_disp_flush_ready(disp)` needs to be called when flushing is ready
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:cpp:expr:`lv_display_flush_ready(disp)` needs to be called when flushing is ready
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to inform LVGL the buffer is not used anymore by the driver and it can
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render new content into it.
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LVGL might render the screen in multiple chunks and therefore call
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``flush_cb`` multiple times. To see if the current one is the last chunk
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of rendering use :cpp:expr:`lv_disp_flush_is_last(disp)`.
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of rendering use :cpp:expr:`lv_display_flush_is_last(display)`.
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Draw buffers
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------------
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The draw buffers can be set with
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:cpp:expr:`lv_disp_set_draw_buffers(disp, buf1, buf2, buf_size_px, render_mode)`
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:cpp:expr:`lv_display_set_draw_buffers(display, buf1, buf2, buf_size_px, render_mode)`
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- ``buf1`` a buffer where LVGL can render
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- ``buf2`` a second optional buffer (see more details below)
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@ -64,26 +65,27 @@ The draw buffers can be set with
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screen is smaller parts. This way the buffers can be smaller then
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the display to save RAM. At least 1/10 screen size buffer(s) are
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recommended. In ``flush_cb`` the rendered images needs to be
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copied to the given area of the display.
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copied to the given area of the display. In this mode if a button is pressed
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only the button's area will be redrawn.
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- :cpp:enumerator:`LV_DISP_RENDER_MODE_DIRECT` The buffer(s) has to be screen
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sized and LVGL will render into the correct location of the
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buffer. This way the buffer always contain the whole image. If two
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buffer are used the rendered ares are automatically copied to the
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other buffer after flushing. Due to this in ``flush_cb`` typically
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only a frame buffer address needs to be changed and always the
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changed areas will be redrawn.
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- :cpp:enumerator:`LV_DISP_RENDER_MODE_FULL` The buffer can smaller or screen
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sized but LVGL will always redraw the whole screen even is only 1
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only a frame buffer address needs to be changed. If a button is pressed
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only the button's area will be redrawn.
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- :cpp:enumerator:`LV_DISP_RENDER_MODE_FULL` The buffer(s) has to be screen
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sized and LVGL will always redraw the whole screen even if only 1
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pixel has been changed. If two screen sized draw buffers are
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provided, LVGL's display handling works like "traditional" double
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buffering. This means the ``flush_cb`` callback only has to update
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the address of the framebuffer (``color_p`` parameter).
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the address of the frame buffer to the ``px_map`` parameter.
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Example:
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.. code:: c
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static lv_color_t buf[LCD_HOR_RES * LCD_VER_RES / 10];
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static uint16_t buf[LCD_HOR_RES * LCD_VER_RES / 10];
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lv_disp_set_draw_buffers(disp, buf, NULL, sizeof(buf), LV_DISP_RENDER_MODE_PARTIAL);
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One buffer
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@ -91,8 +93,9 @@ One buffer
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If only one buffer is used LVGL draws the content of the screen into
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that draw buffer and sends it to the display via the ``flush_cb``. LVGL
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then needs to wait until the content of the buffer is sent to the
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display before drawing something new into it.
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then needs to wait until :cpp:expr:`lv_display_flush_ready` is called
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(that is the content of the buffer is sent to the
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display) before drawing something new into it.
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Two buffers
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^^^^^^^^^^^
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@ -110,111 +113,69 @@ Resolution
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----------
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To set the resolution of the display after creation use
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:cpp:expr:`lv_disp_set_res(disp, hor_res, ver_res)`
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:cpp:expr:`lv_display_set_resolution(display, hor_res, ver_res)`
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It's not mandatory to use the whole display for LVGL, however in some
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cases the physical resolution is important. For example the touchpad
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still sees the whole resolution and the values needs to be converted to
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the active LVGL display area. So the physical resolution and the offset
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of the active area can be set with
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:cpp:expr:`lv_disp_set_physical_res(disp, hor_res, ver_res)` and
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:cpp:expr:`lv_disp_set_offset(disp, x, y)`
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:cpp:expr:`lv_display_set_physical_resolution(disp, hor_res, ver_res)` and
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:cpp:expr:`lv_display_set_offset(disp, x, y)`
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Flush wait callback
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-------------------
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By using :cpp:expr:`lv_display_flush_ready` LVGL will spin in a loop
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while waiting for flushing.
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However with the help of :cpp:expr:`lv_display_set_flush_wait_cb` a custom
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wait callback be set for flushing. This callback can use a semaphore, mutex,
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or anything else to optimize while the waiting for flush.
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If ``flush_wait_cb`` is not set, LVGL assume that `lv_display_flush_ready`
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is used.
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Rotation
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--------
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LVGL supports rotation of the display in 90 degree increments. You can
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select whether you'd like software rotation or hardware rotation.
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select whether you would like software rotation or hardware rotation.
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The orientation of the display can be changed with
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``lv_disp_set_rotation(disp, LV_DISP_ROTATION_0/90/180/270, true/false)``.
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``lv_disp_set_rotation(disp, LV_DISPLAY_ROTATION_0/90/180/270)``.
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LVGL will swap the horizontal and vertical resolutions internally
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according to the set degree. If the last parameter is ``true`` LVGL will
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rotate the rendered image. If it's ``false`` the display driver should
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rotate the rendered image.
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according to the set degree. When changing the rotation
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:cpp:expr:`LV_EVENT_SIZE_CHANGED` is sent to the display to allow
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reconfiguring the hardware. In lack of hardware display rotation support
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:cpp:expr:`lv_draw_sw_rotate` can be used to rotate the buffer in the
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``flush_cb``.
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Color format
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------------
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Set the color format of the display. The default is
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:cpp:enumerator:`LV_COLOR_FORMAT_NATIVE` which means LVGL render with the follow
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formats depending on :c:macro:`LV_COLOR_DEPTH`:
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The default color format of the display is set according to :c:macro:`LV_COLOR_DEPTH`
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(see ``lv_conf.h``)
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- :c:macro:`LV_COLOR_DEPTH` ``32``: XRGB8888 (4 bytes/pixel)
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- :c:macro:`LV_COLOR_DEPTH` ``24``: RGB888 (3 bytes/pixel)
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- :c:macro:`LV_COLOR_DEPTH` ``16``: RGB565 (2 bytes/pixel)
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- :c:macro:`LV_COLOR_DEPTH` ``8``: L8 (1 bytes/pixel)
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- :c:macro:`LV_COLOR_DEPTH` ``8``: L8 (1 bytes/pixel) Not supported yet
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The ``color_format`` can be changed with
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:cpp:expr:`lv_disp_set_color_depth(disp, LV_COLOR_FORMAT_...)` to the following
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values:
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:cpp:expr:`lv_display_set_color_depth(display, LV_COLOR_FORMAT_...)`.
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Besides the default value :c:macro:`LV_COLOR_FORMAT_ARGB8888` can be
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used as a well.
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- :cpp:enumerator:`LV_COLOR_FORMAT_NATIVE_ALPHA`: Append an alpha byte to the native format resulting
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in A8L8, ARGB8565, ARGB8888 formats.
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- :cpp:enumerator:`LV_COLOR_FORMAT_NATIVE_REVERSE`: Reverse the byte order of the native format. Useful if the
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rendered image is sent to the display via SPI and
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the display needs the bytes in the opposite order.
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- :cpp:enumerator:`LV_COLOR_FORMAT_L8`: Lightness only on 8 bit
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- :cpp:enumerator:`LV_COLOR_FORMAT_A8`: Alpha only on 8 bit
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- :cpp:enumerator:`LV_COLOR_FORMAT_I8`: Indexed (palette) 8 bit
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- :cpp:enumerator:`LV_COLOR_FORMAT_A8L8`: Lightness on 8 bit with 8 bit alpha
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- :cpp:enumerator:`LV_COLOR_FORMAT_ARGB2222`: ARGB with 2 bit for each channel
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- :cpp:enumerator:`LV_COLOR_FORMAT_RGB565`: 16 bit RGB565 format without alpha channel
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- :cpp:enumerator:`LV_COLOR_FORMAT_ARGB8565`: 16 bit RGB565 format and 8 bit alpha channel
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- :cpp:enumerator:`LV_COLOR_FORMAT_ARGB1555`: 5 bit for each color channel and 1 bit for alpha
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- :cpp:enumerator:`LV_COLOR_FORMAT_ARGB4444`: 4 bit for each channel
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- :cpp:enumerator:`LV_COLOR_FORMAT_RGB888`: 8 bit for each color channel with out alpha channel
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- :cpp:enumerator:`LV_COLOR_FORMAT_ARGB8888`: 8 bit for each channel
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- :cpp:enumerator:`LV_COLOR_FORMAT_XRGB8888`: 8 bit for each color channel and 8 bit placeholder for the alpha channel
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If the color format is set to non-native ``draw_ctx->buffer_convert``
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function will be called before calling ``flush_cb`` to convert the
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native color format to the desired, therefore rendering in non-native
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formats has a negative effect on performance. Learn more about
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``draw_ctx`` `here </porting/gpu>`__.
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It's very important that draw buffer(s) should be large enough for both
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the native format and the target color format. For example if
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``LV_COLOR_DEPTH == 16`` and :cpp:enumerator:`LV_COLOR_FORMAT_XRGB8888` is selected
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LVGL will choose the larger to figure out how many pixel can be
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rendered at once. Therefore with :cpp:enumerator:`LV_DISP_RENDER_MODE_FULL` and the
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larger pixel size needs to be chosen.
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:cpp:enumerator:`LV_DISP_RENDER_MODE_DIRECT` supports only the
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:cpp:enumerator:`LV_COLOR_FORMAT_NATIVE` format.
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Antialiasing
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------------
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:cpp:expr:`lv_disp_set_antialiasing(disp, true/false)` enables/disables the
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antialiasing (edge smoothing) on the given display.
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It's very important that draw buffer(s) should be large enough for any
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selected color format.
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User data
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---------
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With :cpp:expr:`lv_disp_set_user_data(disp, p)` a pointer to a custom data can
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With :cpp:expr:`lv_display_set_user_data(disp, p)` a pointer to a custom data can
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be stored in display object.
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Events
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******
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:cpp:expr:`lv_disp_add_event_cb(disp, event_cb, LV_DISP_EVENT_..., user_data)` adds
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an event handler to a display. The following events are sent:
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- :cpp:enumerator:`LV_DISP_EVENT_INVALIDATE_AREA` An area is invalidated (marked for redraw).
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:cpp:expr:`lv_event_get_param(e)` returns a pointer to an :cpp:struct:`lv_area_t`
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variable with the coordinates of the area to be invalidated. The area can
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be freely modified is needed to adopt it the special requirement of the
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display. Usually needed with monochrome displays to invalidate Nx8
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lines at once.
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- :cpp:enumerator:`LV_DISP_EVENT_RENDER_START`: Called when rendering starts.
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- :cpp:enumerator:`LV_DISP_EVENT_RENDER_READY`: Called when rendering is ready
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- :cpp:enumerator:`LV_DISP_EVENT_RESOLUTION_CHANGED`: Called when the resolution changes due
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to :cpp:func:`lv_disp_set_resolution` or :cpp:func:`lv_disp_set_rotation`.
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Other options
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*************
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Decoupling the display refresh timer
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------------------------------------
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@ -246,6 +207,30 @@ select the display to refresh before :cpp:expr:`_lv_disp_refr_timer(NULL)`.
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If the performance monitor is enabled, the value of :c:macro:`LV_DEF_REFR_PERIOD` needs to be set to be
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consistent with the refresh period of the display to ensure that the statistical results are correct.
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Events
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******
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:cpp:expr:`lv_display_add_event_cb(disp, event_cb, LV_EVENT_..., user_data)` adds
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an event handler to a display. The following events are sent:
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- :cpp:enumerator:`LV_EVENT_INVALIDATE_AREA` An area is invalidated (marked for redraw).
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:cpp:expr:`lv_event_get_param(e)` returns a pointer to an :cpp:struct:`lv_area_t`
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variable with the coordinates of the area to be invalidated. The area can
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be freely modified if needed to adopt it the special requirement of the
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display. Usually needed with monochrome displays to invalidate ``N x 8``
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rows or columns at once.
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- :cpp:enumerator:`LV_EVENT_REFR_REQUEST`: Sent when something happened that requires redraw.
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- :cpp:enumerator:`LV_EVENT_REFR_START`: Sent when a refreshing cycle starts. Sent even if there is nothing to redraw.
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- :cpp:enumerator:`LV_EVENT_REFR_READY`: Sent when refreshing is ready (after rendering and calling the ``flush_cb``). Sent even if no redraw happened.
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- :cpp:enumerator:`LV_EVENT_RENDER_START`: Sent when rendering starts.
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- :cpp:enumerator:`LV_EVENT_RENDER_READY`: Sent when rendering is ready (before calling the ``flush_cb``)
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- :cpp:enumerator:`LV_EVENT_FLUSH_START`: Sent before the ``flush_cb`` is called.
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- :cpp:enumerator:`LV_EVENT_FLUSH_READY`: Sent when the ``flush_cb`` returned.
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- :cpp:enumerator:`LV_EVENT_RESOLUTION_CHANGED`: Sent when the resolution changes due
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to :cpp:func:`lv_display_set_resolution` or :cpp:func:`lv_display_set_rotation`.
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Further reading
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***************
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@ -1,252 +1,75 @@
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==============
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Add custom GPU
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==============
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==========
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Custom GPU
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==========
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LVGL has a flexible and extendable draw pipeline. You can hook it to do
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some rendering with a GPU or even completely replace the built-in
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software renderer.
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Draw context
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************
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The core structure of drawing is :cpp:type:`lv_draw_ctx_t`. It contains a
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pointer to a buffer where drawing should happen and a couple of
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callbacks to draw rectangles, texts, and other primitives.
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Overview
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********
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Fields
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------
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:cpp:type:`lv_draw_ctx_t` has the following fields:
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- ``void * buf`` Pointer to a buffer to draw into
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- ``lv_area_t * buf_area`` The position and size of ``buf`` (absolute coordinates)
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- ``const lv_area_t * clip_area`` The current clip area with absolute coordinates, always the same or smaller than ``buf_area``. All drawings should be clipped to this area.
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- ``void (*draw_rect)()`` Draw a rectangle with shadow, gradient, border, etc.
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- ``void (*draw_arc)()`` Draw an arc
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- ``void (*draw_img_decoded)()`` Draw an (A)RGB image that is already decoded by LVGL.
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- ``lv_res_t (*draw_img)()`` Draw an image before decoding it (it bypasses LVGL's internal image decoders)
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- ``void (*draw_letter)()`` Draw a letter
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- ``void (*draw_line)()`` Draw a line - ``void (*draw_polygon)()`` Draw a polygon
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- ``void (*draw_bg)()`` Replace the buffer with a rect without decoration like radius or borders.
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- ``void (*wait_for_finish)()`` Wait until all background operation are finished. (E.g. GPU operations)
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- ``void * user_data`` Custom user data for arbitrary purpose
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(For the sake of simplicity the parameters of the callbacks are not shown here.)
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All ``draw_*`` callbacks receive a pointer to the current ``draw_ctx``
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as their first parameter. Among the other parameters there is a
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descriptor that tells what to draw, e.g. for ``draw_rect`` it's called
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:cpp:struct:`lv_draw_rect_dsc_t`,
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for :cpp:func:`lv_draw_line` it's called :cpp:struct:`lv_draw_line_dsc_t`,
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etc.
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To correctly render according to a ``draw_dsc`` you need to be familiar
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with the `Boxing model </overview/coords.html#boxing-model>`__
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of LVGL and the meanings of the fields. The name and meaning of the
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fields are identical to name and meaning of the `Style properties </overview/style-props.html>`__.
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Initialization
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--------------
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The :cpp:type:`lv_disp_t` has 4 fields related to the draw context:
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- ``lv_draw_ctx_t * draw_ctx`` Pointer to the ``draw_ctx`` of this display
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- ``void (*draw_ctx_init)(struct _lv_disp_t * disp_drv, lv_draw_ctx_t * draw_ctx)`` Callback to initialize a ``draw_ctx``
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- ``void (*draw_ctx_deinit)(struct _lv_disp_t * disp_drv, lv_draw_ctx_t * draw_ctx)`` Callback to de-initialize a ``draw_ctx``
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- ``size_t draw_ctx_size`` Size of the draw context structure. E.g. :cpp:expr:`sizeof(lv_draw_sw_ctx_t)`
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When you ignore these fields, LVGL will set default values for callbacks
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and size in :cpp:func:`lv_disp_drv_init` based on the configuration in
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``lv_conf.h``. :cpp:func:`lv_disp_drv_register` will allocate a ``draw_ctx``
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based on ``draw_ctx_size`` and call :cpp:func:`draw_ctx_init` on it.
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However, you can overwrite the callbacks and the size values before
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calling :cpp:func:`lv_disp_drv_register`. It makes it possible to use your own
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``draw_ctx`` with your own callbacks.
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Software renderer
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*****************
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LVGL's built in software renderer extends the basic :cpp:type:`lv_draw_ctx_t`
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structure and sets the draw callbacks. It looks like this:
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.. code:: c
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typedef struct {
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/** Include the basic draw_ctx type*/
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lv_draw_ctx_t base_draw;
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/** Blend a color or image to an area*/
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void (*blend)(lv_draw_ctx_t * draw_ctx, const lv_draw_sw_blend_dsc_t * dsc);
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} lv_draw_sw_ctx_t;
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Set the draw callbacks in :cpp:func:`draw_ctx_init` like:
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.. code:: c
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draw_sw_ctx->base_draw.draw_rect = lv_draw_sw_rect;
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draw_sw_ctx->base_draw.draw_letter = lv_draw_sw_letter;
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...
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||||
|
||||
Blend callback
|
||||
--------------
|
||||
|
||||
As you saw above the software renderer adds the ``blend`` callback
|
||||
field. It's a special callback related to how the software renderer
|
||||
works. All draw operations end up in the ``blend`` callback which can
|
||||
either fill an area or copy an image to an area by considering an optional mask.
|
||||
|
||||
The :cpp:struct:`lv_draw_sw_blend_dsc_t` parameter describes what and how to
|
||||
blend. It has the following fields:
|
||||
|
||||
- ``const lv_area_t * blend_area`` The area with absolute coordinates to draw
|
||||
on ``draw_ctx->buf``. If ``src_buf`` is set, it's the coordinates of the image to blend.
|
||||
- ``const lv_color_t * src_buf`` Pointer to an image to blend. If set,
|
||||
``color`` is ignored. If not set fill ``blend_area`` with ``color``
|
||||
- ``lv_color_t color`` Fill color. Used only if ``src_buf == NULL``
|
||||
- ``lv_opa_t * mask_buf`` NULL if ignored, or an alpha mask to apply on ``blend_area``
|
||||
- ``lv_draw_mask_res_t mask_res`` The result of the previous mask operation. (``LV_DRAW_MASK_RES_...``)
|
||||
- ``const lv_area_t * mask_area`` The area of ``mask_buf`` with absolute coordinates
|
||||
- ``lv_opa_t opa`` The overall opacity
|
||||
- ``lv_blend_mode_t blend_mode`` E.g. :cpp:enumerator:`LV_BLEND_MODE_ADDITIVE`
|
||||
|
||||
Extend the software renderer
|
||||
****************************
|
||||
|
||||
New blend callback
|
||||
------------------
|
||||
|
||||
Let's take a practical example: you would like to use your MCUs GPU for
|
||||
color fill operations only.
|
||||
|
||||
As all draw callbacks call ``blend`` callback to fill an area in the end
|
||||
only the ``blend`` callback needs to be overwritten.
|
||||
|
||||
First extend :cpp:struct:`lv_draw_sw_ctx_t`:
|
||||
|
||||
.. code:: c
|
||||
Draw task
|
||||
---------
|
||||
|
||||
|
||||
/*We don't add new fields, so just for clarity add new type*/
|
||||
typedef lv_draw_sw_ctx_t my_draw_ctx_t;
|
||||
When :cpp:expr`lv_draw_rect`, :cpp:expr`lv_draw_label` or similar functions are called
|
||||
LVGL creates a so called draw task.
|
||||
|
||||
void my_draw_ctx_init(lv_disp_t * drv, lv_draw_ctx_t * draw_ctx)
|
||||
{
|
||||
/*Initialize the parent type first */
|
||||
lv_draw_sw_init_ctx(drv, draw_ctx);
|
||||
Draw unit
|
||||
---------
|
||||
|
||||
/*Change some callbacks*/
|
||||
my_draw_ctx_t * my_draw_ctx = (my_draw_ctx_t *)draw_ctx;
|
||||
The draw tasks are collected in a list and periodically dispatched to draw units. A
|
||||
draw unit can a CPU core, a GPU, just a new rendering library for certain or all draw tasks,
|
||||
or basically anything that can draw somehow.
|
||||
|
||||
my_draw_ctx->blend = my_draw_blend;
|
||||
my_draw_ctx->base_draw.wait_for_finish = my_gpu_wait;
|
||||
}
|
||||
|
||||
After calling :cpp:expr:`lv_disp_draw_init(&drv)` you can assign the new
|
||||
:cpp:func:`draw_ctx_init` callback and set ``draw_ctx_size`` to overwrite the
|
||||
defaults:
|
||||
|
||||
.. code:: c
|
||||
|
||||
static lv_disp_t drv;
|
||||
lv_disp_draw_init(&drv);
|
||||
drv->hor_res = my_hor_res;
|
||||
drv->ver_res = my_ver_res;
|
||||
drv->flush_cb = my_flush_cb;
|
||||
|
||||
/*New draw ctx settings*/
|
||||
drv->draw_ctx_init = my_draw_ctx_init;
|
||||
drv->draw_ctx_size = sizeof(my_draw_ctx_t);
|
||||
|
||||
lv_disp_drv_register(&drv);
|
||||
|
||||
This way when LVGL calls ``blend`` it will call ``my_draw_blend`` and we
|
||||
can do custom GPU operations. Here is a complete example:
|
||||
|
||||
.. code:: c
|
||||
|
||||
void my_draw_blend(lv_draw_ctx_t * draw_ctx, const lv_draw_sw_blend_dsc_t * dsc)
|
||||
{
|
||||
/*Let's get the blend area which is the intersection of the area to fill and the clip area.*/
|
||||
lv_area_t blend_area;
|
||||
if(!_lv_area_intersect(&blend_area, dsc->blend_area, draw_ctx->clip_area)) return; /*Fully clipped, nothing to do*/
|
||||
|
||||
/*Fill only non masked, fully opaque, normal blended and not too small areas*/
|
||||
if(dsc->src_buf == NULL && dsc->mask == NULL && dsc->opa >= LV_OPA_MAX &&
|
||||
dsc->blend_mode == LV_BLEND_MODE_NORMAL && lv_area_get_size(&blend_area) > 100) {
|
||||
|
||||
/*Got the first pixel on the buffer*/
|
||||
int32_t dest_stride = lv_area_get_width(draw_ctx->buf_area); /*Width of the destination buffer*/
|
||||
lv_color_t * dest_buf = draw_ctx->buf;
|
||||
dest_buf += dest_stride * (blend_area.y1 - draw_ctx->buf_area->y1) + (blend_area.x1 - draw_ctx->buf_area->x1);
|
||||
|
||||
/*Make the blend area relative to the buffer*/
|
||||
lv_area_move(&blend_area, -draw_ctx->buf_area->x1, -draw_ctx->buf_area->y1);
|
||||
|
||||
/*Call your custom gou fill function to fill blend_area, on dest_buf with dsc->color*/
|
||||
my_gpu_fill(dest_buf, dest_stride, &blend_area, dsc->color);
|
||||
}
|
||||
/*Fallback: the GPU doesn't support these settings. Call the SW renderer.*/
|
||||
else {
|
||||
lv_draw_sw_blend_basic(draw_ctx, dsc);
|
||||
}
|
||||
}
|
||||
|
||||
The implementation of wait callback is much simpler:
|
||||
|
||||
.. code:: c
|
||||
|
||||
void my_gpu_wait(lv_draw_ctx_t * draw_ctx)
|
||||
{
|
||||
while(my_gpu_is_working());
|
||||
|
||||
/*Call SW renderer's wait callback too*/
|
||||
lv_draw_sw_wait_for_finish(draw_ctx);
|
||||
}
|
||||
|
||||
New rectangle drawer
|
||||
Draw task evaluation
|
||||
--------------------
|
||||
|
||||
If your MCU has a more powerful GPU that can draw e.g. rounded
|
||||
rectangles you can replace the original software drawer too. A custom
|
||||
``draw_rect`` callback might look like this:
|
||||
Different draw units might render slight different output for example for an image transformation or
|
||||
a gradient. If such a draw task were assigned to a different draw units, the screen might jitter a
|
||||
little bit. To resolve it each draw unit has an ``evaluate_cb`` which is called when a draw task is created.
|
||||
Based on the type and parameters of the draw task each draw unit can decide if it want to assign the
|
||||
draw task to itself. This way a certain type of draw task (e.g. rounded rectangle with horizontal
|
||||
gradient) will be always assigned to the same draw unit. It avoid the above mentioned issue of
|
||||
slight difference between draw units.
|
||||
|
||||
.. code:: c
|
||||
|
||||
void my_draw_rect(lv_draw_ctx_t * draw_ctx, const lv_draw_rect_dsc_t * dsc, const lv_area_t * coords)
|
||||
{
|
||||
if(lv_draw_mask_is_any(coords) == false && dsc->grad == NULL && dsc->bg_img_src == NULL &&
|
||||
dsc->shadow_width == 0 && dsc->blend_mode = LV_BLEND_MODE_NORMAL)
|
||||
{
|
||||
/*Draw the background*/
|
||||
my_bg_drawer(draw_ctx, coords, dsc->bg_color, dsc->radius);
|
||||
Dispatching
|
||||
-----------
|
||||
|
||||
/*Draw the border if any*/
|
||||
if(dsc->border_width) {
|
||||
my_border_drawer(draw_ctx, coords, dsc->border_width, dsc->border_color, dsc->border_opa)
|
||||
}
|
||||
While collecting draw tasks LVGL frequently tries to dispatch the collected draw tasks to the draw units.
|
||||
This handles via the ``dispatch_cb`` of the draw units.
|
||||
|
||||
/*Draw the outline if any*/
|
||||
if(dsc->outline_width) {
|
||||
my_outline_drawer(draw_ctx, coords, dsc->outline_width, dsc->outline_color, dsc->outline_opa, dsc->outline_pad)
|
||||
}
|
||||
}
|
||||
/*Fallback*/
|
||||
else {
|
||||
lv_draw_sw_rect(draw_ctx, dsc, coords);
|
||||
}
|
||||
}
|
||||
If a draw unit is busy with an other draw task, it just returns. However, it is available it can take a draw task.
|
||||
|
||||
``my_draw_rect`` can fully bypass the use of ``blend`` callback if
|
||||
needed.
|
||||
:cpp:expr:`lv_draw_get_next_available_task(layer, previous_task, draw_unit_id)` is a useful helper function which
|
||||
returns an available draw task. "Available draw task" means that, all the draw tasks which should be drawn under a draw task
|
||||
are ready and it is assigned to the given draw unit.
|
||||
|
||||
Fully custom draw engine
|
||||
************************
|
||||
|
||||
For example if your MCU/MPU supports a powerful vector graphics engine
|
||||
you might use only that instead of LVGL's SW renderer. In this case, you
|
||||
need to base the renderer on the basic :cpp:type:`lv_draw_ctx_t` (instead of
|
||||
:cpp:struct:`lv_draw_sw_ctx_t`) and extend/initialize it as you wish.
|
||||
Layers
|
||||
------
|
||||
|
||||
A layer is a buffer with a given area on which rendering happens. Each display has a "main" layer, but
|
||||
during rendering additional layers might be created internally to handle for example arbitrary widget transformations.
|
||||
|
||||
|
||||
Hierarchy of modules
|
||||
--------------------
|
||||
|
||||
All these together looks like this
|
||||
- list of draw units
|
||||
- display(s)
|
||||
- layer(s): Each display has its own list of layers
|
||||
- draw tasks: Each layer has its own list of draw tasks
|
||||
|
||||
References
|
||||
**********
|
||||
|
||||
As a reference take a look at `lv_draw_sw.c <https://github.com/lvgl/lvgl/blob/master/src/draw/sw/lv_draw_sw.c>`__
|
||||
|
||||
API
|
||||
***
|
||||
|
||||
|
@ -15,8 +15,8 @@ Add lvgl to your project
|
||||
------------------------
|
||||
|
||||
The graphics library itself is the ``lvgl`` directory. It contains a
|
||||
couple of folders but to use ``lvgl`` you only need ``.c`` and ``.h``
|
||||
files from the ``src`` folder.
|
||||
couple of folders but to use ``lvgl`` you only need the ``.c`` and ``.h``
|
||||
files in the ``src`` folder.
|
||||
|
||||
Automatically add files
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@ -39,12 +39,12 @@ main Makefile:
|
||||
include $(LVGL_DIR)/$(LVGL_DIR_NAME)/lvgl.mk
|
||||
|
||||
For integration with CMake take a look this section of the
|
||||
`Documentation </get-started/platforms/cmake>`__.
|
||||
`Documentation </integration/build/cmake>`__.
|
||||
|
||||
Other platforms and tools
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The `Get started </get-started/index>`__ section contains many platform
|
||||
The `Get started </integartion/index>`__ section contains many platform
|
||||
specific descriptions e.g. for ESP32, Arduino, NXP, RT-Thread, NuttX,
|
||||
etc.
|
||||
|
||||
@ -61,8 +61,8 @@ Configuration file
|
||||
------------------
|
||||
|
||||
There is a configuration header file for LVGL called **lv_conf.h**. You
|
||||
modify this header to set the library's basic behavior, disable unused
|
||||
modules and features, adjust the size of memory buffers in compile-time,
|
||||
can modify this header to set the library's basic behavior, disable unused
|
||||
modules and features, adjust the size of buffers in compile-time,
|
||||
etc.
|
||||
|
||||
To get ``lv_conf.h`` **copy lvgl/lv_conf_template.h** next to the
|
||||
@ -94,12 +94,12 @@ be set via the :c:macro:`LV_CONF_PATH` define. For example
|
||||
|
||||
If :c:macro:`LV_CONF_SKIP` is defined, LVGL will not try to include
|
||||
``lv_conf.h``. Instead you can pass the config defines using build
|
||||
options. For example ``"-DLV_COLOR_DEPTH=32 -DLV_USE_BTN=1"``. The unset
|
||||
options will get a default value which is the same as the ones in
|
||||
options. For example ``"-DLV_COLOR_DEPTH=32 -DLV_USE_BUTTON=1"``. The unset
|
||||
options will get a default value which is the same as the content of
|
||||
``lv_conf_template.h``.
|
||||
|
||||
LVGL also can be used via ``Kconfig`` and ``menuconfig``. You can use
|
||||
``lv_conf.h`` together with Kconfig, but keep in mind that the value
|
||||
``lv_conf.h`` together with Kconfig too, but keep in mind that the value
|
||||
from ``lv_conf.h`` or build settings (``-D...``) overwrite the values
|
||||
set in Kconfig. To ignore the configs from ``lv_conf.h`` simply remove
|
||||
its content, or define :c:macro:`LV_CONF_SKIP`.
|
||||
@ -107,6 +107,8 @@ its content, or define :c:macro:`LV_CONF_SKIP`.
|
||||
To enable multi-instance feature, set :c:macro:`LV_GLOBAL_CUSTOM` in
|
||||
``lv_conf.h`` and provide a custom function to
|
||||
:cpp:func:`lv_global_default` using ``__thread`` or ``pthread_key_t``.
|
||||
It will allow running multiple LVGL instances by storing the global variables
|
||||
in TLS (Thread Local Storage).
|
||||
|
||||
For example:
|
||||
|
||||
@ -125,7 +127,7 @@ Initialization
|
||||
To use the graphics library you have to initialize it and setup required
|
||||
components. The order of the initialization is:
|
||||
|
||||
1. Call :cpp:func:`lv_init`.
|
||||
1. Call :cpp:func:`lv_init()`.
|
||||
2. Initialize your drivers.
|
||||
3. Register the display and input devices drivers in LVGL. Learn more
|
||||
about `Display </porting/display>`__ and `Input
|
||||
|
@ -420,7 +420,7 @@ refr_finish:
|
||||
_lv_draw_sw_mask_cleanup();
|
||||
#endif
|
||||
|
||||
lv_display_send_event(disp_refr, LV_EVENT_REFR_FINISH, NULL);
|
||||
lv_display_send_event(disp_refr, LV_EVENT_REFR_READY, NULL);
|
||||
|
||||
LV_TRACE_REFR("finished");
|
||||
LV_PROFILER_END;
|
||||
@ -1006,14 +1006,7 @@ static void draw_buf_flush(lv_display_t * disp)
|
||||
bool flushing_last = disp->flushing_last;
|
||||
|
||||
if(disp->flush_cb) {
|
||||
/*Rotate the buffer to the display's native orientation if necessary*/
|
||||
if(disp->rotation != LV_DISPLAY_ROTATION_0 && disp->sw_rotate) {
|
||||
LV_LOG_WARN("SW rotation is not supported now");
|
||||
call_flush_cb(disp, &disp->refreshed_area, layer->buf);
|
||||
}
|
||||
else {
|
||||
call_flush_cb(disp, &disp->refreshed_area, layer->buf);
|
||||
}
|
||||
call_flush_cb(disp, &disp->refreshed_area, layer->buf);
|
||||
}
|
||||
/*If there are 2 buffers swap them. With direct mode swap only on the last area*/
|
||||
if(lv_display_is_double_buffered(disp) && (disp->render_mode != LV_DISPLAY_RENDER_MODE_DIRECT || flushing_last)) {
|
||||
|
@ -720,13 +720,12 @@ lv_result_t lv_display_send_event(lv_display_t * disp, lv_event_code_t code, voi
|
||||
return res;
|
||||
}
|
||||
|
||||
void lv_display_set_rotation(lv_display_t * disp, lv_display_rotation_t rotation, bool sw_rotate)
|
||||
void lv_display_set_rotation(lv_display_t * disp, lv_display_rotation_t rotation)
|
||||
{
|
||||
if(disp == NULL) disp = lv_display_get_default();
|
||||
if(disp == NULL) return;
|
||||
|
||||
disp->rotation = rotation;
|
||||
disp->sw_rotate = sw_rotate;
|
||||
update_resolution(disp);
|
||||
}
|
||||
|
||||
|
@ -159,10 +159,8 @@ void lv_display_set_offset(lv_display_t * disp, int32_t x, int32_t y);
|
||||
* Set the rotation of this display. LVGL will swap the horizontal and vertical resolutions internally.
|
||||
* @param disp pointer to a display (NULL to use the default display)
|
||||
* @param rotation `LV_DISPLAY_ROTATION_0/90/180/270`
|
||||
* @param sw_rotate true: make LVGL rotate the rendered image;
|
||||
* false: the display driver should rotate the rendered image
|
||||
*/
|
||||
void lv_display_set_rotation(lv_display_t * disp, lv_display_rotation_t rotation, bool sw_rotate);
|
||||
void lv_display_set_rotation(lv_display_t * disp, lv_display_rotation_t rotation);
|
||||
|
||||
/**
|
||||
* Set the DPI (dot per inch) of the display.
|
||||
|
@ -97,12 +97,12 @@ typedef enum {
|
||||
|
||||
/** Events of optional LVGL components*/
|
||||
LV_EVENT_INVALIDATE_AREA,
|
||||
LV_EVENT_RENDER_START,
|
||||
LV_EVENT_RENDER_READY,
|
||||
LV_EVENT_RESOLUTION_CHANGED,
|
||||
LV_EVENT_REFR_REQUEST,
|
||||
LV_EVENT_REFR_START,
|
||||
LV_EVENT_REFR_FINISH,
|
||||
LV_EVENT_REFR_READY,
|
||||
LV_EVENT_RENDER_START,
|
||||
LV_EVENT_RENDER_READY,
|
||||
LV_EVENT_FLUSH_START,
|
||||
LV_EVENT_FLUSH_FINISH,
|
||||
|
||||
|
@ -116,7 +116,7 @@ static void perf_monitor_disp_event_cb(lv_event_t * e)
|
||||
info->measured.refr_interval_sum += lv_tick_elaps(info->measured.refr_start);
|
||||
info->measured.refr_start = lv_tick_get();
|
||||
break;
|
||||
case LV_EVENT_REFR_FINISH:
|
||||
case LV_EVENT_REFR_READY:
|
||||
info->measured.refr_elaps_sum += lv_tick_elaps(info->measured.refr_start);
|
||||
info->measured.refr_cnt++;
|
||||
break;
|
||||
|
Loading…
Reference in New Issue
Block a user