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+# Input device interface
+
+## Types of input devices
+
+To register an input device an `lv_indev_drv_t` variable has to be initialized. **Be sure to register at least one display before you register any input devices.**
+
+```c
+/*Register at least one display before you register any input devices*/
+lv_disp_drv_register(&disp_drv);
+
+static lv_indev_drv_t indev_drv;
+lv_indev_drv_init(&indev_drv); /*Basic initialization*/
+indev_drv.type =... /*See below.*/
+indev_drv.read_cb =... /*See below.*/
+/*Register the driver in LVGL and save the created input device object*/
+lv_indev_t * my_indev = lv_indev_drv_register(&indev_drv);
+```
+
+The `type` member can be:
+- `LV_INDEV_TYPE_POINTER` touchpad or mouse
+- `LV_INDEV_TYPE_KEYPAD` keyboard or keypad
+- `LV_INDEV_TYPE_ENCODER` encoder with left/right turn and push options
+- `LV_INDEV_TYPE_BUTTON` external buttons virtually pressing the screen
+
+`read_cb` is a function pointer which will be called periodically to report the current state of an input device.
+
+Visit [Input devices](/overview/indev) to learn more about input devices in general.
+
+### Touchpad, mouse or any pointer
+Input devices that can click points on the screen belong to this category.
+
+```c
+indev_drv.type = LV_INDEV_TYPE_POINTER;
+indev_drv.read_cb = my_input_read;
+
+...
+
+void my_input_read(lv_indev_drv_t * drv, lv_indev_data_t*data)
+{
+ if(touchpad_pressed) {
+ data->point.x = touchpad_x;
+ data->point.y = touchpad_y;
+ data->state = LV_INDEV_STATE_PRESSED;
+ } else {
+ data->state = LV_INDEV_STATE_RELEASED;
+ }
+}
+```
+
+To set a mouse cursor use `lv_indev_set_cursor(my_indev, &img_cursor)`. (`my_indev` is the return value of `lv_indev_drv_register`)
+
+### Keypad or keyboard
+
+Full keyboards with all the letters or simple keypads with a few navigation buttons belong here.
+
+To use a keyboard/keypad:
+- Register a `read_cb` function with `LV_INDEV_TYPE_KEYPAD` type.
+- An object group has to be created: `lv_group_t * g = lv_group_create()` and objects have to be added to it with `lv_group_add_obj(g, obj)`
+- The created group has to be assigned to an input device: `lv_indev_set_group(my_indev, g)` (`my_indev` is the return value of `lv_indev_drv_register`)
+- Use `LV_KEY_...` to navigate among the objects in the group. See `lv_core/lv_group.h` for the available keys.
+
+```c
+indev_drv.type = LV_INDEV_TYPE_KEYPAD;
+indev_drv.read_cb = keyboard_read;
+
+...
+
+void keyboard_read(lv_indev_drv_t * drv, lv_indev_data_t*data){
+ data->key = last_key(); /*Get the last pressed or released key*/
+
+ if(key_pressed()) data->state = LV_INDEV_STATE_PRESSED;
+ else data->state = LV_INDEV_STATE_RELEASED;
+}
+```
+
+### Encoder
+With an encoder you can do the following:
+1. Press its button
+2. Long-press its button
+3. Turn left
+4. Turn right
+
+In short, the Encoder input devices work like this:
+- By turning the encoder you can focus on the next/previous object.
+- When you press the encoder on a simple object (like a button), it will be clicked.
+- If you press the encoder on a complex object (like a list, message box, etc.) the object will go to edit mode whereby you can navigate inside the object by turning the encoder.
+- To leave edit mode, long press the button.
+
+
+To use an *Encoder* (similarly to the *Keypads*) the objects should be added to groups.
+
+
+```c
+indev_drv.type = LV_INDEV_TYPE_ENCODER;
+indev_drv.read_cb = encoder_read;
+
+...
+
+void encoder_read(lv_indev_drv_t * drv, lv_indev_data_t*data){
+ data->enc_diff = enc_get_new_moves();
+
+ if(enc_pressed()) data->state = LV_INDEV_STATE_PRESSED;
+ else data->state = LV_INDEV_STATE_RELEASED;
+}
+```
+
+#### Using buttons with Encoder logic
+In addition to standard encoder behavior, you can also utilize its logic to navigate(focus) and edit widgets using buttons.
+This is especially handy if you have only few buttons available, or you want to use other buttons in addition to encoder wheel.
+
+You need to have 3 buttons available:
+- `LV_KEY_ENTER` will simulate press or pushing of the encoder button
+- `LV_KEY_LEFT` will simulate turning encoder left
+- `LV_KEY_RIGHT` will simulate turning encoder right
+- other keys will be passed to the focused widget
+
+If you hold the keys it will simulate an encoder advance with period specified in `indev_drv.long_press_rep_time`.
+
+```c
+indev_drv.type = LV_INDEV_TYPE_ENCODER;
+indev_drv.read_cb = encoder_with_keys_read;
+
+...
+
+void encoder_with_keys_read(lv_indev_drv_t * drv, lv_indev_data_t*data){
+ data->key = last_key(); /*Get the last pressed or released key*/
+ /* use LV_KEY_ENTER for encoder press */
+ if(key_pressed()) data->state = LV_INDEV_STATE_PRESSED;
+ else {
+ data->state = LV_INDEV_STATE_RELEASED;
+ /* Optionally you can also use enc_diff, if you have encoder*/
+ data->enc_diff = enc_get_new_moves();
+ }
+}
+```
+
+### Button
+*Buttons* mean external "hardware" buttons next to the screen which are assigned to specific coordinates of the screen.
+If a button is pressed it will simulate the pressing on the assigned coordinate. (Similarly to a touchpad)
+
+To assign buttons to coordinates use `lv_indev_set_button_points(my_indev, points_array)`.
+`points_array` should look like `const lv_point_t points_array[] = { {12,30},{60,90}, ...}`
+
+``` important:: The points_array can't go out of scope. Either declare it as a global variable or as a static variable inside a function.
+```
+
+```c
+indev_drv.type = LV_INDEV_TYPE_BUTTON;
+indev_drv.read_cb = button_read;
+
+...
+
+void button_read(lv_indev_drv_t * drv, lv_indev_data_t*data){
+ static uint32_t last_btn = 0; /*Store the last pressed button*/
+ int btn_pr = my_btn_read(); /*Get the ID (0,1,2...) of the pressed button*/
+ if(btn_pr >= 0) { /*Is there a button press? (E.g. -1 indicated no button was pressed)*/
+ last_btn = btn_pr; /*Save the ID of the pressed button*/
+ data->state = LV_INDEV_STATE_PRESSED; /*Set the pressed state*/
+ } else {
+ data->state = LV_INDEV_STATE_RELEASED; /*Set the released state*/
+ }
+
+ data->btn = last_btn; /*Save the last button*/
+}
+```
+
+## Other features
+
+### Parameters
+
+The default value of the following parameters can be changed in `lv_indev_drv_t`:
+- `scroll_limit` Number of pixels to slide before actually scrolling the object.
+- `scroll_throw` Scroll throw (momentum) slow-down in [%]. Greater value means faster slow-down.
+- `long_press_time` Press time to send `LV_EVENT_LONG_PRESSED` (in milliseconds)
+- `long_press_rep_time` Interval of sending `LV_EVENT_LONG_PRESSED_REPEAT` (in milliseconds)
+- `read_timer` pointer to the `lv_timer` which reads the input device. Its parameters can be changed by `lv_timer_...()` functions. `LV_INDEV_DEF_READ_PERIOD` in `lv_conf.h` sets the default read period.
+
+### Feedback
+
+Besides `read_cb` a `feedback_cb` callback can be also specified in `lv_indev_drv_t`.
+`feedback_cb` is called when any type of event is sent by the input devices (independently of its type). This allows generating feedback for the user, e.g. to play a sound on `LV_EVENT_CLICKED`.
+
+
+### Associating with a display
+Every input device is associated with a display. By default, a new input device is added to the last display created or explicitly selected (using `lv_disp_set_default()`).
+The associated display is stored and can be changed in `disp` field of the driver.
+
+### Buffered reading
+By default, LVGL calls `read_cb` periodically. Because of this intermittent polling there is a chance that some user gestures are missed.
+
+To solve this you can write an event driven driver for your input device that buffers measured data. In `read_cb` you can report the buffered data instead of directly reading the input device.
+Setting the `data->continue_reading` flag will tell LVGL there is more data to read and it should call `read_cb` again.
+
+## Further reading
+
+- [lv_port_indev_template.c](https://github.com/lvgl/lvgl/blob/master/examples/porting/lv_port_indev_template.c) for a template for your own driver.
+- [INdev features](/overview/display) to learn more about higher level input device features.
+
+## API
+
+```eval_rst
+
+.. doxygenfile:: lv_hal_indev.h
+ :project: lvgl
+
+```