HW_Lib/sim/lvgl/lv_port_disp.cpp

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2024-08-29 08:46:54 +00:00
/**
* @file lv_port_disp_templ.c
*
*/
/*Copy this file as "lv_port_disp.c" and set this value to "1" to enable content*/
#include <cstdio>
#include <easyx.h>
#if 1
/*********************
* INCLUDES
*********************/
#include "lv_port_disp.h"
#include <stdbool.h>
#include "lvgl.h"
#include "sim_display.h"
/*********************
* DEFINES
*********************/
#ifndef MY_DISP_HOR_RES
#define MY_DISP_HOR_RES 320
#endif
#ifndef MY_DISP_VER_RES
#define MY_DISP_VER_RES 240
#endif
/**********************
* 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);
//static void gpu_fill(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);
/**********************
* STATIC VARIABLES
**********************/
/**********************
* MACROS
**********************/
/**********************
* GLOBAL FUNCTIONS
**********************/
void lv_port_disp_init(void)
{
/*-------------------------
* Initialize your display
* -----------------------*/
disp_init();
/*-----------------------------
* Create a buffer for drawing
*----------------------------*/
/**
* LVGL requires a buffer where it internally draws the widgets.
* Later this buffer will passed to your display driver's `flush_cb` to copy its content to your display.
* The buffer has to be greater than 1 display row
*
* There are 3 buffering configurations:
* 1. Create ONE buffer:
* LVGL will draw the display's content here and writes it to your display
*
* 2. Create TWO buffer:
* LVGL will draw the display's content to a buffer and writes it your display.
* You should use DMA to write the buffer's content to the display.
* It will enable LVGL to draw the next part of the screen to the other buffer while
* the data is being sent form the first buffer. It makes rendering and flushing parallel.
*
* 3. Double buffering
* Set 2 screens sized buffers and set disp_drv.full_refresh = 1.
* This way LVGL will always provide the whole rendered screen in `flush_cb`
* and you only need to change the frame buffer's address.
*/
/* Example for 1) */
// static lv_disp_draw_buf_t draw_buf_dsc_1;
// static lv_color_t buf_1[MY_DISP_HOR_RES * 10]; /*A buffer for 10 rows*/
// lv_disp_draw_buf_init(&draw_buf_dsc_1, buf_1, NULL, MY_DISP_HOR_RES * 10); /*Initialize the display buffer*/
// /* Example for 2) */
// static lv_disp_draw_buf_t draw_buf_dsc_2;
// static lv_color_t buf_2_1[MY_DISP_HOR_RES * 10]; /*A buffer for 10 rows*/
// static lv_color_t buf_2_2[MY_DISP_HOR_RES * 10]; /*An other buffer for 10 rows*/
// lv_disp_draw_buf_init(&draw_buf_dsc_2, buf_2_1, buf_2_2, MY_DISP_HOR_RES * 10); /*Initialize the display buffer*/
/* Example for 3) also set disp_drv.full_refresh = 1 below*/
static lv_disp_draw_buf_t draw_buf_dsc_3;
static lv_color_t buf_3_1[MY_DISP_HOR_RES * MY_DISP_VER_RES]; /*A screen sized buffer*/
static lv_color_t buf_3_2[MY_DISP_HOR_RES * MY_DISP_VER_RES]; /*Another screen sized buffer*/
lv_disp_draw_buf_init(&draw_buf_dsc_3, buf_3_1, buf_3_2,
MY_DISP_VER_RES * MY_DISP_HOR_RES); /*Initialize the display buffer*/
/*-----------------------------------
* Register the display in LVGL
*----------------------------------*/
static 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*/
disp_drv.hor_res = MY_DISP_HOR_RES;
disp_drv.ver_res = MY_DISP_VER_RES;
/*Used to copy the buffer's content to the display*/
disp_drv.flush_cb = disp_flush;
/*Set a display buffer*/
disp_drv.draw_buf = &draw_buf_dsc_3;
/*Required for Example 3)*/
//disp_drv.full_refresh = 1;
/* Fill a memory array with a color if you have GPU.
* Note that, in lv_conf.h you can enable GPUs that has built-in support in LVGL.
* But if you have a different GPU you can use with this callback.*/
//disp_drv.gpu_fill_cb = gpu_fill;
/*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*/
SIM_Display_INIT(MY_DISP_HOR_RES,MY_DISP_VER_RES, 0xffffff, BLACK, 1, false);
SIM_Display_START();
}
volatile bool disp_flush_enabled = true;
/* Enable updating the screen (the flushing process) when disp_flush() is called by LVGL
*/
void disp_enable_update(void)
{
disp_flush_enabled = true;
}
/* Disable updating the screen (the flushing process) when disp_flush() is called by LVGL
*/
void disp_disable_update(void)
{
disp_flush_enabled = false;
}
void colortorgb24(lv_color_t* color_p, uint32_t* color, size_t len)
{
while (len)
{
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*color = RGB565_to_RGB888(color_p->full, false);
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color_p++;
color++;
len--;
}
}
/*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)
{
if (disp_flush_enabled)
{
/*The most simple case (but also the slowest) to put all pixels to the screen one-by-one*/
uint32_t* color;
size_t l = (area->x2 - area->x1) * (area->y2 - area->y1);
color = (uint32_t*)malloc(sizeof(uint32_t) * l);
colortorgb24(color_p, color, l);
SIM_Color_FillFromBuffer(color, area->x1, area->y1, area->x2, area->y2);
free(color);
}
/*IMPORTANT!!!
*Inform the graphics library that you are ready with the flushing*/
lv_disp_flush_ready(disp_drv);
}
/*OPTIONAL: GPU INTERFACE*/
/*If your MCU has hardware accelerator (GPU) then you can use it to fill a memory with a color*/
//static void gpu_fill(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*/
// int32_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*/
// }
//}
#else /*Enable this file at the top*/
/*This dummy typedef exists purely to silence -Wpedantic.*/
typedef int keep_pedantic_happy;
#endif