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| author | jacqueline <me@jacqueline.id.au> | 2023-06-01 15:41:47 +1000 |
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| committer | jacqueline <me@jacqueline.id.au> | 2023-06-01 15:41:47 +1000 |
| commit | dd27c3530432ea0b09f01e604bf577f31d8ef841 (patch) | |
| tree | bbf86cf81a78f0ff0b07f31f1c390db473f26fd3 /lib/lvgl/docs/intro | |
| parent | 6fd588e970470b15936187980829916d0dbe77bb (diff) | |
| download | tangara-fw-dd27c3530432ea0b09f01e604bf577f31d8ef841.tar.gz | |
convert lvgl from submodule to a plain old directory
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| -rw-r--r-- | lib/lvgl/docs/intro/index.md | 215 |
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diff --git a/lib/lvgl b/lib/lvgl deleted file mode 160000 -Subproject 0732400e7b564dd0e7dc4a924619d8e19c5b23a diff --git a/lib/lvgl/docs/intro/index.md b/lib/lvgl/docs/intro/index.md new file mode 100644 index 00000000..0d20b28c --- /dev/null +++ b/lib/lvgl/docs/intro/index.md @@ -0,0 +1,215 @@ + +# Introduction + +LVGL (Light and Versatile Graphics Library) is a free and open-source graphics library providing everything you need to create an embedded GUI with easy-to-use graphical elements, beautiful visual effects and a low memory footprint. + + +## Key features +- Powerful building blocks such as buttons, charts, lists, sliders, images, etc. +- Advanced graphics with animations, anti-aliasing, opacity, smooth scrolling +- Various input devices such as touchpad, mouse, keyboard, encoder, etc. +- Multi-language support with UTF-8 encoding +- Multi-display support, i.e. use multiple TFT, monochrome displays simultaneously +- Fully customizable graphic elements with CSS-like styles +- Hardware independent: use with any microcontroller or display +- Scalable: able to operate with little memory (64 kB Flash, 16 kB RAM) +- OS, external memory and GPU are supported but not required +- Single frame buffer operation even with advanced graphic effects +- Written in C for maximal compatibility (C++ compatible) +- Simulator to start embedded GUI design on a PC without embedded hardware +- Binding to MicroPython +- Tutorials, examples, themes for rapid GUI design +- Documentation is available online and as PDF +- Free and open-source under MIT license + +## Requirements +Basically, every modern controller which is able to drive a display is suitable to run LVGL. The minimal requirements are: +<ul> +<li> 16, 32 or 64 bit microcontroller or processor</li> +<li>> 16 MHz clock speed is recommended</li> +<li> Flash/ROM: > 64 kB for the very essential components (> 180 kB is recommended)</li> +<li> RAM: + <ul> + <li> Static RAM usage: ~2 kB depending on the used features and object types</li> + <li> Stack: > 2kB (> 8 kB is recommended)</li> + <li> Dynamic data (heap): > 4 KB (> 48 kB is recommended if using several objects). + Set by <em>LV_MEM_SIZE</em> in <em>lv_conf.h</em>. </li> + <li> Display buffer: > <em>"Horizontal resolution"</em> pixels (> 10 × <em>"Horizontal resolution"</em> is recommended) </li> + <li> One frame buffer in the MCU or in an external display controller</li> + </ul> +</li> +<li> C99 or newer compiler</li> +<li> Basic C (or C++) knowledge: + <a href="https://www.tutorialspoint.com/cprogramming/c_pointers.htm">pointers</a>, + <a href="https://www.tutorialspoint.com/cprogramming/c_structures.htm">structs</a>, + <a href="https://www.geeksforgeeks.org/callbacks-in-c/">callbacks</a>.</li> +</ul> +<em>Note that memory usage may vary depending on architecture, compiler and build options.</em> + +## License +The LVGL project (including all repositories) is licensed under [MIT license](https://github.com/lvgl/lvgl/blob/master/LICENCE.txt). +This means you can use it even in commercial projects. + +It's not mandatory, but we highly appreciate it if you write a few words about your project in the [My projects](https://forum.lvgl.io/c/my-projects/10) category of the forum or a private message to [lvgl.io](https://lvgl.io/#contact). + +Although you can get LVGL for free there is a massive amount of work behind it. It's created by a group of volunteers who made it available for you in their free time. + +To make the LVGL project sustainable, please consider [contributing](/CONTRIBUTING) to the project. +You can choose from [many different ways of contributing](/CONTRIBUTING) such as simply writing a tweet about you using LVGL, fixing bugs, translating the documentation, or even becoming a maintainer. + +## Repository layout +All repositories of the LVGL project are hosted on GitHub: https://github.com/lvgl + +You will find these repositories there: +- [lvgl](https://github.com/lvgl/lvgl) The library itself with many [examples](https://github.com/lvgl/lvgl/blob/master/examples/) and [demos](https://github.com/lvgl/lvgl/blob/master/demos/). +- [lv_drivers](https://github.com/lvgl/lv_drivers) Display and input device drivers +- [blog](https://github.com/lvgl/blog) Source of the blog's site (https://blog.lvgl.io) +- [sim](https://github.com/lvgl/sim) Source of the online simulator's site (https://sim.lvgl.io) +- [lv_port_...](https://github.com/lvgl?q=lv_port&type=&language=) LVGL ports to development boards or environments +- [lv_binding_..](https://github.com/lvgl?q=lv_binding&type=&language=l) Bindings to other languages + +## Release policy + +The core repositories follow the rules of [Semantic versioning](https://semver.org/): +- Major versions for incompatible API changes. E.g. v5.0.0, v6.0.0 +- Minor version for new but backward-compatible functionalities. E.g. v6.1.0, v6.2.0 +- Patch version for backward-compatible bug fixes. E.g. v6.1.1, v6.1.2 + +Tags like `vX.Y.Z` are created for every release. + +### Release cycle +- Bug fixes: Released on demand even weekly +- Minor releases: Every 3-4 months +- Major releases: Approximately yearly + +### Branches +The core repositories have at least the following branches: +- `master` latest version, patches are merged directly here. +- `release/vX.Y` stable versions of the minor releases +- `fix/some-description` temporary branches for bug fixes +- `feat/some-description` temporary branches for features + + +### Changelog + +The changes are recorded in [CHANGELOG.md](/CHANGELOG). + +### Version support +Before v8 the last minor release of each major series was supported for 1 year. +Starting from v8, every minor release is supported for 1 year. + +| Version | Release date | Support end | Active | +|---------|--------------|-------------|--------| +| v5.3 | Feb 1, 2019 |Feb 1, 2020 | No | +| v6.1 | Nov 26, 2019 |Nov 26, 2020 | No | +| v7.11 | Mar 16, 2021 |Mar 16, 2022 | No | +| v8.0 | 1 Jun, 2021 |1 Jun, 2022 | Yes | +| v8.1 | 10 Nov, 2021 |10 Nov, 2022 | Yes | +| v8.2 | 31 Jan, 2022 |31 Jan, 2023 | Yes | +| v8.3 | In progress | | | + +## FAQ + +### Where can I ask questions? +You can ask questions in the forum: [https://forum.lvgl.io/](https://forum.lvgl.io/). + +We use [GitHub issues](https://github.com/lvgl/lvgl/issues) for development related discussion. +You should use them only if your question or issue is tightly related to the development of the library. + +Before posting a question, please ready this FAQ section as you might find answer to your issue here too. + +### Is my MCU/hardware supported? +Every MCU which is capable of driving a display via parallel port, SPI, RGB interface or anything else and fulfills the [Requirements](#requirements) is supported by LVGL. + +This includes: +- "Common" MCUs like STM32F, STM32H, NXP Kinetis, LPC, iMX, dsPIC33, PIC32, SWM341 etc. +- Bluetooth, GSM, Wi-Fi modules like Nordic NRF and Espressif ESP32 +- Linux with frame buffer device such as /dev/fb0. This includes Single-board computers like the Raspberry Pi +- Anything else with a strong enough MCU and a peripheral to drive a display + +### Is my display supported? +LVGL needs just one simple driver function to copy an array of pixels into a given area of the display. +If you can do this with your display then you can use it with LVGL. + +Some examples of the supported display types: +- TFTs with 16 or 24 bit color depth +- Monitors with an HDMI port +- Small monochrome displays +- Gray-scale displays +- even LED matrices +- or any other display where you can control the color/state of the pixels + +See the [Porting](/porting/display) section to learn more. + +### LVGL doesn't start, randomly crashes or nothing is drawn on the display. What can be the problem? +- Try increasing `LV_MEM_SIZE`. +- Be sure `lv_disp_drv_t`, `lv_indev_drv_t` and `lv_fs_drv_t` are global or `static`. +- Be sure your display works without LVGL. E.g. paint it to red on start up. +- Enable [Logging](porting/log) +- Enable asserts in `lv_conf.h` (`LV_USE_ASSERT_...`) +- If you use an RTOS + - increase the stack size of the task which calls `lv_timer_handler()` + - Be sure you used a mutex as [described here](/porting/os) + +### My display driver is not called. What have I missed? +Be sure you are calling `lv_tick_inc(x)` in an interrupt and `lv_timer_handler()` in your main `while(1)`. + +Learn more in the [Tick](/porting/tick) and [Timer handler](/porting/timer-handler) sections. + +### Why is the display driver called only once? Only the upper part of the display is refreshed. +Be sure you are calling `lv_disp_flush_ready(drv)` at the end of your "*display flush callback*". + +### Why do I see only garbage on the screen? +Probably there a bug in your display driver. Try the following code without using LVGL. You should see a square with red-blue gradient. + +```c +#define BUF_W 20 +#define BUF_H 10 + +lv_color_t buf[BUF_W * BUF_H]; +lv_color_t * buf_p = buf; +uint16_t x, y; +for(y = 0; y < BUF_H; y++) { + lv_color_t c = lv_color_mix(LV_COLOR_BLUE, LV_COLOR_RED, (y * 255) / BUF_H); + for(x = 0; x < BUF_W; x++){ + (*buf_p) = c; + buf_p++; + } +} + +lv_area_t a; +a.x1 = 10; +a.y1 = 40; +a.x2 = a.x1 + BUF_W - 1; +a.y2 = a.y1 + BUF_H - 1; +my_flush_cb(NULL, &a, buf); +``` + +### Why do I see nonsense colors on the screen? +Probably LVGL's color format is not compatible with your display's color format. Check `LV_COLOR_DEPTH` in *lv_conf.h*. + +If you are using 16-bit colors with SPI (or another byte-oriented interface) you probably need to set `LV_COLOR_16_SWAP 1` in *lv_conf.h*. +It swaps the upper and lower bytes of the pixels. + +### How to speed up my UI? +- Turn on compiler optimization and enable cache if your MCU has it +- Increase the size of the display buffer +- Use two display buffers and flush the buffer with DMA (or similar peripheral) in the background +- Increase the clock speed of the SPI or parallel port if you use them to drive the display +- If your display has an SPI port consider changing to a model with a parallel interface because it has much higher throughput +- Keep the display buffer in internal RAM (not in external SRAM) because LVGL uses it a lot and it should have a fast access time + +### How to reduce flash/ROM usage? +You can disable all the unused features (such as animations, file system, GPU etc.) and object types in *lv_conf.h*. + +If you are using GCC/CLANG you can add `-fdata-sections -ffunction-sections` compiler flags and `--gc-sections` linker flag to remove unused functions and variables from the final binary. If possible, add the `-flto` compiler flag to enable link-time-optimisation together with `-Os` for GCC or `-Oz` for CLANG. + +### How to reduce the RAM usage +- Lower the size of the *Display buffer* +- Reduce `LV_MEM_SIZE` in *lv_conf.h*. This memory is used when you create objects like buttons, labels, etc. +- To work with lower `LV_MEM_SIZE` you can create objects only when required and delete them when they are not needed anymore + +### How to work with an operating system? + +To work with an operating system where tasks can interrupt each other (preemptively) you should protect LVGL related function calls with a mutex. +See the [Operating system and interrupts](/porting/os) section to learn more. |
