Merge pull request #1562 from arturv2000/MaxMemUsed

Added max_used propriety to lv_mem_monitor_t struct
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Gabor Kiss-Vamosi 2020-06-10 10:13:34 +02:00 committed by GitHub
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5 changed files with 49 additions and 36 deletions

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@ -12,7 +12,7 @@
### Bugfixes
- None
## v7.0.2 (under development)
## v7.0.2 (under development, planned: 16.06.2020)
*Available in the `master` branch*
- `lv_textarea` fix wrong cursor position when clicked after the last character

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@ -50,7 +50,7 @@ LVGL provides everything you need to create embedded GUI with easy-to-use graphi
* **Documentation** and API references
## Supported devices
Basically, every modern controller (which is able to drive a display( is suitable to run LVGL. The minimal requirements are:
Basically, every modern controller (which is able to drive a display) is suitable to run LVGL. The minimal requirements are:
- 16, 32 or 64 bit microcontroller or processor
- > 16 MHz clock speed is recommended
- Flash/ROM: > 64 kB for the very essential components (> 180 kB is recommended)
@ -90,11 +90,11 @@ Choose a project with your favourite IDE:
The steps below show how to setup LVGL on an embedded system with a display and a touchpad.
You can use the [Simulators](https://docs.lvgl.io/v7/en/html/get-started/pc-simulator) to get ready to use projects which can be run on your PC.
1. [Download](https://lvgl.com/developers) or [Clone](https://github.com/lvgl/lvgl) the library
1. [Download](https://github.com/lvgl/lvgl/archive/master.zip) or [Clone](https://github.com/lvgl/lvgl) the library
2. Copy the `lvgl` folder into your project
3. Copy `lvgl/lv_conf_template.h` as `lv_conf.h` next to the `lvgl` folder and set at least `LV_HOR_RES_MAX`, `LV_VER_RES_MAX` and `LV_COLOR_DEPTH`. Don't forget to **change the `#if 0` statement near the top of the file to `#if 1`**, otherwise you will get compilation errors.
3. Copy `lvgl/lv_conf_template.h` as `lv_conf.h` next to the `lvgl` folder, change the `#if 0` statement near the top of the file to `#if 1` and set at least `LV_HOR_RES_MAX`, `LV_VER_RES_MAX` and `LV_COLOR_DEPTH`.
4. Include `lvgl/lvgl.h` where you need to use LVGL related functions.
5. Call `lv_tick_inc(x)` every `x` milliseconds **in a Timer or Task** (`x` should be between 1 and 10). It is required for the internal timing of LVGL.
5. Call `lv_tick_inc(x)` every `x` milliseconds (should be 1..10) in a Timer or Task. It is required for the internal timing of LVGL.
6. Call `lv_init()`
7. Create a display buffer for LVGL
```c
@ -102,7 +102,7 @@ static lv_disp_buf_t disp_buf;
static lv_color_t buf[LV_HOR_RES_MAX * 10]; /*Declare a buffer for 10 lines*/
lv_disp_buf_init(&disp_buf, buf, NULL, LV_HOR_RES_MAX * 10); /*Initialize the display buffer*/
```
8. Implement and register a function which can **copy a pixel array** to an area of your display:
8. Implement and register a function which can copy a pixel array to an area of your display:
```c
lv_disp_drv_t disp_drv; /*Descriptor of a display driver*/
lv_disp_drv_init(&disp_drv); /*Basic initialization*/
@ -115,7 +115,7 @@ void my_disp_flush(lv_disp_t * disp, const lv_area_t * area, lv_color_t * color_
int32_t x, y;
for(y = area->y1; y <= area->y2; y++) {
for(x = area->x1; x <= area->x2; x++) {
set_pixel(x, y, *color_p); /* Put a pixel to the display.*/
my_set_pixel(x, y, *color_p); /* Put a pixel to the display.*/
color_p++;
}
}
@ -124,7 +124,7 @@ void my_disp_flush(lv_disp_t * disp, const lv_area_t * area, lv_color_t * color_
}
```
9. Implement and register a function which can **read an input device**. E.g. for a touch pad:
9. Implement and register a function which can read an input device. E.g. for a touch pad:
```c
lv_indev_drv_init(&indev_drv); /*Descriptor of a input device driver*/
indev_drv.type = LV_INDEV_TYPE_POINTER; /*Touch pad is a pointer-like device*/
@ -133,16 +133,8 @@ lv_indev_drv_register(&indev_drv); /*Finally register the driver*/
bool my_touchpad_read(lv_indev_drv_t * indev_driver, lv_indev_data_t * data)
{
static lv_coord_t last_x = 0;
static lv_coord_t last_y = 0;
/*Save the state and save the pressed coordinate*/
data->state = touchpad_is_pressed() ? LV_INDEV_STATE_PR : LV_INDEV_STATE_REL;
if(data->state == LV_INDEV_STATE_PR) touchpad_get_xy(&last_x, &last_y);
/*Set the coordinates (if released use the last pressed coordinates)*/
data->point.x = last_x;
data->point.y = last_y;
data->state = my_touchpad_is_pressed() ? LV_INDEV_STATE_PR : LV_INDEV_STATE_REL;
if(data->state == LV_INDEV_STATE_PR) touchpad_get_xy(&data->point.x, &data->point.y);
return false; /*Return `false` because we are not buffering and no more data to read*/
}
@ -150,20 +142,22 @@ bool my_touchpad_read(lv_indev_drv_t * indev_driver, lv_indev_data_t * data)
10. Call `lv_task_handler()` periodically every few milliseconds in the main `while(1)` loop, in Timer interrupt or in an Operation system task.
It will redraw the screen if required, handle input devices etc.
For more detailed desription visit the [Porting](https://docs.lvgl.io/v7/en/html/porting/index.html) section of the documentation.
## Learn the basics
In this section you can ready the very basics. For a more detailed guide check the [Quick overview](https://docs.lvgl.io/v7/en/html/get-started/quick-overview.html#learn-the-basics) in the documentation.
In this section you can read the very basics of LVGL.
For a more detailed guide check the [Quick overview](https://docs.lvgl.io/v7/en/html/get-started/quick-overview.html#learn-the-basics) in the documentation.
### Widgets (Objects)
The graphical elements like Buttons, Labels, Sliders, Charts etc are called objects in LittelvGL. Go to [Object types](https://docs.lvgl.io/v7/en/html/widgets/index) to see the full list of available types.
The graphical elements like Buttons, Labels, Sliders, Charts etc are called objects or widgets in LVGL. Go to [Widgets](https://docs.lvgl.io/v7/en/html/widgets/index) to see the full list of available types.
Every object has a parent object. The child object moves with the parent and if you delete the parent the children will be deleted too. Children can be visible only on their parent.
The *screen* are the "root" parents. To get the current screen call `lv_scr_act()`.
You can create a new object with `lv_<type>_create(parent, obj_to_copy)`. It will return an `lv_obj_t *` variable which should be used as a reference to the object to set its parameters.
You can create a new object with `lv_<type>_create(parent, obj_to_copy)`. It will return an `lv_obj_t *` variable which should be used as a reference to the object to set its parameters later.
The first parameter is the desired *parent*, the second parameters can be an object to copy (`NULL` if unused).
For example:
```c
@ -177,15 +171,22 @@ lv_obj_set_y(btn1, 10);
lv_obj_set_size(btn1, 200, 50);
```
The objects has type specific parameters too which can be set by `lv_<type>_set_<paramters_name>(obj, <value>)` functions. For example:
The objects have type specific parameters too which can be set by `lv_<type>_set_<paramters_name>(obj, <value>)` functions. For example:
```c
lv_slider_set_value(slider1, 70, LV_ANIM_ON);
```
To see the full API visit the documentation of the object types or the related header file (e.g. `lvgl/src/lv_objx/lv_slider.h`).
To create a new screen pass `NULL` as the fisrt paramater of a *create* function:
```c
lv_obj_t * scr2 = lv_obj_create(NULL, NULL); /*Create a screen*/
lv_scr_load(scr2); /*Load the new screen*/
```
### Styles
Widgets are created with a default appearance but it can be changed by adding new styles to the object. A new style can be created like this:
Widgets are created with a default appearance but it can be changed by adding new styles to them. A new style can be created like this:
```c
static lv_style_t style1; /*Should be static, global or dynamically allocated*/
lv_style_init(&style1);
@ -193,15 +194,15 @@ lv_style_set_bg_color(&style1, LV_STATE_DEFAULT, LV_COLOR_RED); /*Default backg
lv_style_set_bg_color(&style1, LV_STATE_PRESSED, LV_COLOR_BLUE); /*Pressed background color*/
```
The wigedt have *parts* which can be referenced via `LV_<TYPE>_PART_<PART_NAME>`. E.g. `LV_BRN_PART_MAIN` or `LV_SLIDER_PART_KNOB`. See the documentation of the widgets to see the exisitng parts.
The wigedt have *parts* which can be referenced via `LV_<TYPE>_PART_<PART_NAME>`. E.g. `LV_BTN_PART_MAIN` or `LV_SLIDER_PART_KNOB`. See the documentation of the widgets to see the exisitng parts.
To add the style to a button:
```
```c
lv_obj_add_style(btn1, LV_BTN_PART_MAIN, &style1);
```
To remove all styles from an object use:
```c
To remove all styles from a part of an object:
```cc
lv_obj_reset_style_list(obj, LV_OBJ_PART_MAIN);
```
@ -211,7 +212,7 @@ Learn more in [Style overview](https://docs.lvgl.io/v7/en/html/overview/style) s
Events are used to inform the user if something has happened with an object. You can assign a callback to an object which will be called if the object is clicked, released, dragged, being deleted etc. It should look like this:
```c
lv_obj_set_event_cb(btn, btn_event_cb); /*Assign a callback to the button*/
lv_obj_set_event_cb(btn, btn_event_cb); /*Assign a callback to the button*/
...
@ -282,6 +283,7 @@ LVGL has a monthly periodic release cycle.
  - Make a patch release from `master`.
  - After that merge the new features from the `dev` to `master` branch.
  - In the rest of the month merge only patches into `master` and new features into `dev` branch.
## Contributing
To ask questions please use the [Forum](https://forum.lvgl.io).
For development-related things (bug reports, feature suggestions) use [GitHub's Issue tracker](https://github.com/lvgl/lvgl/issues).

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@ -1,9 +1,6 @@
# Contributing to LVGL
**Do you have some free time to spend with programming?
Are you working on an embedded GUI project with LVGL?
See how can you help to improve the graphics library and help others!**
Thank you for considering contributing to LVGL. If you have some spare time to spend with programming you will certainly find a way to helpimproving LVGL. Do not afraid to take the first step! Everybody is welcome independently from gender, age, color, location, or skill level. So don't be shy, pick a point from the list below that you are interested in, and let's go! :rocket:
- [Overview](#overview)
- [How to send a pull request?](#how-to-send-a-pull-request)
@ -20,7 +17,7 @@ See how can you help to improve the graphics library and help others!**
There are many ways to join the community. If you have some time to work with us you will surely find something that fits you! You can:
- **Help others** in the [Forum](https://forum.lvgl.io).
- **Inspire people** by speaking about your project in [My project](https://forum.lvgl.io/c/my-projects) category in the Forum.
- **Improve and/or translate the documentation.** Go to the [Documentation](https://github.com/lvgl/docs) repository to learn more
- **Improve and/or translate the documentation.** Go to the [Documentation](https://github.com/lvgl/docs) repository to learn more.
- **Write a blog post** about your experiences. See how to do it in the [Blog](https://github.com/lvgl/blog) repository
- **Report and/or fix bugs** in [GitHub's issue tracker](https://github.com/lvgl/lvgl/issues)
- **Help the development**. Check the [Open issues](https://github.com/lvgl/lvgl/issues) especially the ones with [Help wanted](https://github.com/lvgl/lvgl/issues?q=is%3Aissue+is%3Aopen+label%3A%22help+wanted%22) label and tell your ideas about a topic or implement a feature.

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@ -85,7 +85,7 @@ typedef struct {
#endif
static uint32_t zero_mem; /*Give the address of this variable if 0 byte should be allocated*/
static uint32_t mem_max_size; /*Tracks the maximum total size of memory ever used from the internal heap*/
static uint8_t mem_buf1_32[MEM_BUF_SMALL_SIZE];
static uint8_t mem_buf2_32[MEM_BUF_SMALL_SIZE];
@ -118,10 +118,11 @@ void _lv_mem_init(void)
/*Allocate a large array to store the dynamically allocated data*/
static LV_MEM_ATTR MEM_UNIT work_mem_int[LV_MEM_SIZE / sizeof(MEM_UNIT)];
work_mem = (uint8_t *)work_mem_int;
mem_max_size = 0;
#else
work_mem = (uint8_t *)LV_MEM_ADR;
#endif
lv_mem_ent_t * full = (lv_mem_ent_t *)work_mem;
full->header.s.used = 0;
/*The total mem size id reduced by the first header and the close patterns */
@ -200,7 +201,18 @@ void * lv_mem_alloc(size_t size)
if(alloc != NULL) _lv_memset(alloc, 0xaa, size);
#endif
if(alloc == NULL) LV_LOG_WARN("Couldn't allocate memory");
if(alloc == NULL) {
LV_LOG_WARN("Couldn't allocate memory");
}else{
#if LV_MEM_CUSTOM == 0
/* just a safety check, should always be true */
if ((uintptr_t) alloc > (uintptr_t) work_mem) {
if ((((uintptr_t) alloc - (uintptr_t) work_mem) + size) > mem_max_size) {
mem_max_size = ((uintptr_t) alloc - (uintptr_t) work_mem) + size;
}
}
#endif
}
return alloc;
}
@ -424,6 +436,7 @@ void lv_mem_monitor(lv_mem_monitor_t * mon_p)
e = ent_get_next(e);
}
mon_p->total_size = LV_MEM_SIZE;
mon_p->max_used = mem_max_size;
mon_p->used_pct = 100 - (100U * mon_p->free_size) / mon_p->total_size;
if(mon_p->free_size > 0) {
mon_p->frag_pct = (uint32_t)mon_p->free_biggest_size * 100U / mon_p->free_size;

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@ -41,6 +41,7 @@ typedef struct {
uint32_t free_size; /**< Size of available memory */
uint32_t free_biggest_size;
uint32_t used_cnt;
uint32_t max_used; /**< Max size of Heap memory used */
uint8_t used_pct; /**< Percentage used */
uint8_t frag_pct; /**< Amount of fragmentation */
} lv_mem_monitor_t;