First quick'n'dirty integration of LittleVGL. Needs some cleaning.
This commit is contained in:
@@ -11,6 +11,8 @@
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#include <drivers/Cst816s.h>
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#include <chrono>
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#include <string>
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#include <lvgl/lvgl.h>
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#include "lv_port_disp.h"
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using namespace Pinetime::Applications;
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@@ -26,13 +28,14 @@ DisplayApp::DisplayApp(Pinetime::Drivers::St7789& lcd,
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batteryController{batteryController},
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bleController{bleController},
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dateTimeController{dateTimeController},
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clockScreen{gfx} {
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clockScreen{gfx},
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messageScreen{gfx}{
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msgQueue = xQueueCreate(queueSize, itemSize);
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currentScreen = &clockScreen;
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currentScreen = &messageScreen;
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}
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void DisplayApp::Start() {
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if (pdPASS != xTaskCreate(DisplayApp::Process, "DisplayApp", 256, this, 0, &taskHandle))
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if (pdPASS != xTaskCreate(DisplayApp::Process, "DisplayApp", 1024, this, 0, &taskHandle))
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APP_ERROR_HANDLER(NRF_ERROR_NO_MEM);
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}
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@@ -40,7 +43,11 @@ void DisplayApp::Process(void *instance) {
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auto *app = static_cast<DisplayApp *>(instance);
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NRF_LOG_INFO("DisplayApp task started!");
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app->InitHw();
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lv_init();
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lv_port_disp_init();
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while (1) {
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lv_task_handler();
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app->Refresh();
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}
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}
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@@ -53,7 +60,7 @@ void DisplayApp::InitHw() {
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nrf_gpio_pin_clear(pinLcdBacklight2);
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nrf_gpio_pin_clear(pinLcdBacklight3);
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currentScreen->Refresh(true);
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}
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uint32_t acc = 0;
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@@ -112,11 +119,14 @@ void DisplayApp::Refresh() {
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}
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}
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bool first = true;
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void DisplayApp::RunningState() {
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clockScreen.SetCurrentDateTime(dateTimeController.CurrentDateTime());
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if(currentScreen != nullptr) {
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currentScreen->Refresh(false);
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currentScreen->Refresh(first);
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first = false;
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}
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}
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@@ -58,6 +58,7 @@ namespace Pinetime {
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void OnTouchEvent();
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Screens::Clock clockScreen;
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Screens::Message messageScreen;
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Screens::Screen* currentScreen = nullptr;
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static constexpr uint8_t pinLcdBacklight1 = 14;
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static constexpr uint8_t pinLcdBacklight2 = 22;
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@@ -2,13 +2,20 @@
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#include <libs/date/includes/date/date.h>
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#include <Components/DateTime/DateTimeController.h>
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#include <Version.h>
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#include <libs/lvgl/src/lv_core/lv_obj.h>
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#include <libs/lvgl/lvgl.h>
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#include "Message.h"
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using namespace Pinetime::Applications::Screens;
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lv_obj_t * label;
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void Message::Refresh(bool fullRefresh) {
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if(fullRefresh) {
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gfx.FillRectangle(0,0,240,240,0xffff);
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gfx.DrawString(120, 10, 0x5555, "COUCOU", &smallFont, false);
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lv_obj_t * btn = lv_btn_create(lv_scr_act(), NULL); /*Add a button the current screen*/
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lv_obj_set_pos(btn, 10, 10); /*Set its position*/
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lv_obj_set_size(btn, 100, 50); /*Set its size*/
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label = lv_label_create(btn, NULL); /*Add a label to the button*/
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lv_label_set_text(label, "Button"); /*Set the labels text*/
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}
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}
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206
src/DisplayApp/lv_port_disp.cpp
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206
src/DisplayApp/lv_port_disp.cpp
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@@ -0,0 +1,206 @@
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/**
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* @file lv_port_disp_templ.c
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*
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*/
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/*Copy this file as "lv_port_disp.c" and set this value to "1" to enable content*/
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#if 1
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/*********************
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* INCLUDES
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*********************/
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#include <FreeRTOS.h>
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#include <projdefs.h>
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#include <task.h>
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#include "lv_port_disp.h"
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#include "../drivers/St7789.h"
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/*********************
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* DEFINES
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*********************/
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/**********************
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* TYPEDEFS
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**********************/
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/**********************
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* STATIC PROTOTYPES
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**********************/
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static void disp_init(void);
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static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p);
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#if LV_USE_GPU
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static void gpu_blend(lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa);
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static void gpu_fill(lv_color_t * dest, uint32_t length, lv_color_t color);
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#endif
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/**********************
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* STATIC VARIABLES
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**********************/
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/**********************
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* MACROS
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**********************/
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/**********************
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* GLOBAL FUNCTIONS
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**********************/
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void lv_port_disp_init(void)
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{
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/*-------------------------
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* Initialize your display
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* -----------------------*/
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disp_init();
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/*-----------------------------
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* Create a buffer for drawing
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*----------------------------*/
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/* LittlevGL requires a buffer where it draws the objects. The buffer's has to be greater than 1 display row
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*
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* There are three buffering configurations:
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* 1. Create ONE buffer with some rows:
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* LittlevGL will draw the display's content here and writes it to your display
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*
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* 2. Create TWO buffer with some rows:
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* LittlevGL will draw the display's content to a buffer and writes it your display.
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* You should use DMA to write the buffer's content to the display.
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* It will enable LittlevGL to draw the next part of the screen to the other buffer while
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* the data is being sent form the first buffer. It makes rendering and flushing parallel.
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*
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* 3. Create TWO screen-sized buffer:
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* Similar to 2) but the buffer have to be screen sized. When LittlevGL is ready it will give the
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* whole frame to display. This way you only need to change the frame buffer's address instead of
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* copying the pixels.
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* */
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/* Example for 1) */
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#if 0
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static lv_disp_buf_t disp_buf_1;
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static lv_color_t buf1_1[LV_HOR_RES_MAX * 10]; /*A buffer for 10 rows*/
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lv_disp_buf_init(&disp_buf_1, buf1_1, NULL, LV_HOR_RES_MAX * 10); /*Initialize the display buffer*/
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#endif
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/* Example for 2) */
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static lv_disp_buf_t disp_buf_2;
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static lv_color_t buf2_1[LV_HOR_RES_MAX * 2]; /*A buffer for 10 rows*/
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static lv_color_t buf2_2[LV_HOR_RES_MAX * 2]; /*An other buffer for 10 rows*/
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lv_disp_buf_init(&disp_buf_2, buf2_1, buf2_2, LV_HOR_RES_MAX * 2); /*Initialize the display buffer*/
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/* Example for 3) */
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#if 0
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static lv_disp_buf_t disp_buf_3;
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static lv_color_t buf3_1[LV_HOR_RES_MAX * LV_VER_RES_MAX]; /*A screen sized buffer*/
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static lv_color_t buf3_2[LV_HOR_RES_MAX * LV_VER_RES_MAX]; /*An other screen sized buffer*/
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lv_disp_buf_init(&disp_buf_3, buf3_1, buf3_2, LV_HOR_RES_MAX * LV_VER_RES_MAX); /*Initialize the display buffer*/
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#endif
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/*-----------------------------------
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* Register the display in LittlevGL
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*----------------------------------*/
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lv_disp_drv_t disp_drv; /*Descriptor of a display driver*/
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lv_disp_drv_init(&disp_drv); /*Basic initialization*/
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/*Set up the functions to access to your display*/
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/*Set the resolution of the display*/
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disp_drv.hor_res = 240;
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disp_drv.ver_res = 240;
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/*Used to copy the buffer's content to the display*/
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disp_drv.flush_cb = disp_flush;
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/*Set a display buffer*/
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disp_drv.buffer = &disp_buf_2;
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#if LV_USE_GPU
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/*Optionally add functions to access the GPU. (Only in buffered mode, LV_VDB_SIZE != 0)*/
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/*Blend two color array using opacity*/
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disp_drv.gpu_blend = gpu_blend;
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/*Fill a memory array with a color*/
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disp_drv.gpu_fill = gpu_fill;
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#endif
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/*Finally register the driver*/
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lv_disp_drv_register(&disp_drv);
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}
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/**********************
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* STATIC FUNCTIONS
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**********************/
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/* Initialize your display and the required peripherals. */
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extern Pinetime::Drivers::St7789* ptrLcd;
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static void disp_init(void)
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{
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/*You code here*/
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}
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void NotifyEndOfTransfert(TaskHandle_t task) {
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if(task != nullptr) {
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BaseType_t xHigherPriorityTaskWoken = pdFALSE;
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vTaskNotifyGiveFromISR(task, &xHigherPriorityTaskWoken);
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portYIELD_FROM_ISR(xHigherPriorityTaskWoken);
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}
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}
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/* Flush the content of the internal buffer the specific area on the display
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* You can use DMA or any hardware acceleration to do this operation in the background but
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* 'lv_disp_flush_ready()' has to be called when finished. */
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static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p)
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{
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/*The most simple case (but also the slowest) to put all pixels to the screen one-by-one*/
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auto x = area->x1;
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auto y = area->y1;
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auto width = (area->x2-area->x1)+1;
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auto height = (area->y2-area->y1)+1;
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ptrLcd->BeginDrawBuffer(x, y, width, height);
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ptrLcd->NextDrawBuffer(reinterpret_cast<const uint8_t *>(color_p), width * height*2) ;
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ulTaskNotifyTake(pdTRUE, 500);
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/* IMPORTANT!!!
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* Inform the graphics library that you are ready with the flushing*/
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lv_disp_flush_ready(disp_drv);
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}
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/*OPTIONAL: GPU INTERFACE*/
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#if LV_USE_GPU
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/* If your MCU has hardware accelerator (GPU) then you can use it to blend to memories using opacity
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* It can be used only in buffered mode (LV_VDB_SIZE != 0 in lv_conf.h)*/
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static void gpu_blend(lv_disp_drv_t * disp_drv, lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa)
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{
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/*It's an example code which should be done by your GPU*/
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uint32_t i;
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for(i = 0; i < length; i++) {
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dest[i] = lv_color_mix(dest[i], src[i], opa);
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}
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}
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/* If your MCU has hardware accelerator (GPU) then you can use it to fill a memory with a color
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* It can be used only in buffered mode (LV_VDB_SIZE != 0 in lv_conf.h)*/
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static void gpu_fill_cb(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
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const lv_area_t * fill_area, lv_color_t color);
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{
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/*It's an example code which should be done by your GPU*/
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uint32_t x, y;
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dest_buf += dest_width * fill_area->y1; /*Go to the first line*/
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for(y = fill_area->y1; y < fill_area->y2; y++) {
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for(x = fill_area->x1; x < fill_area->x2; x++) {
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dest_buf[x] = color;
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}
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dest_buf+=dest_width; /*Go to the next line*/
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}
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}
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#endif /*LV_USE_GPU*/
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#else /* Enable this file at the top */
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/* This dummy typedef exists purely to silence -Wpedantic. */
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typedef int keep_pedantic_happy;
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#endif
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45
src/DisplayApp/lv_port_disp.h
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45
src/DisplayApp/lv_port_disp.h
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@@ -0,0 +1,45 @@
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/**
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* @file lv_port_disp_templ.h
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*
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*/
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/*Copy this file as "lv_port_disp.h" and set this value to "1" to enable content*/
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#if 1
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#ifndef LV_PORT_DISP_TEMPL_H
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#define LV_PORT_DISP_TEMPL_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*********************
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* INCLUDES
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*********************/
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#include "lvgl/lvgl.h"
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/*********************
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* DEFINES
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*********************/
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/**********************
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* TYPEDEFS
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**********************/
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/**********************
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* GLOBAL PROTOTYPES
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**********************/
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void lv_port_disp_init(void);
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/**********************
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* MACROS
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**********************/
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#endif /*LV_PORT_DISP_TEMPL_H*/
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#endif /*Disable/Enable content*/
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