/** * @file lv_port_disp_templ.c * */ /*Copy this file as "lv_port_disp.c" and set this value to "1" to enable content*/ #include #include #if 1 /********************* * INCLUDES *********************/ #include "lv_port_disp.h" #include #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 **********************/ SIM_Display_t lvgl_display; /********************** * 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_2; /*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("LVGL", MY_DISP_HOR_RES, MY_DISP_VER_RES, 0xffffff, BLACK, 2, &lvgl_display); } 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) { *color = RGB565_to_ARGB8888(color_p->full, false); 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 + 1) * (area->y2 - area->y1 + 1); // color = (uint32_t*)malloc(sizeof(uint32_t) * l); // // colortorgb24(color_p, color, l); SIM_Color_FillFromBuffer(&lvgl_display, (uint32_t *) color_p, 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