Initial commit

This commit is contained in:
imliubo
2024-02-24 18:35:37 +08:00
committed by IAMLIUBO
commit 95116eda0d
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.pio
.vscode
.DS_Store
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MIT License
Copyright (c) 2024 M5Stack
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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# Running the M5Stack LVGL device emulator via PlatformIO
:warning: Currently only tested on MacOS.
Now it is more convenient to design [LVGL](https://github.com/lvgl/lvgl) UI on PC,
which can reduce the time wasted in flash the firmware.
Using [M5GFX](https://github.com/m5stack/M5GFX), we can ensure that the display
effect on the PC side is consistent with that of the device.
Now we have also added a picture of the device shell as the border background,
which can better simulate the display effect on the device side.
![lv_m5stack_fire](./images/lv_m5stack_fire.gif)
## How to install & use demo
### Install Visual Studio Code
https://code.visualstudio.com/ - follow instructions there, if you don't have
vscode yet.
### Install SDL drivers
**Linux (Ubuntu, Debian, ...)**
Use one of options below:
```sh
# 64 bits
sudo apt-get install libsdl2-dev
```
```sh
# 32 bits
sudo apt-get install gcc-multilib g++-multilib libsdl2-dev:i386
```
Note:
- Use 32-bits build for more correct memory stat info.
- If you have conflicts on `libsdl2-dev:i386` install, remove 64-bits version
and dependencies first.
**MacOS**
Use [Homebrew](https://brew.sh/):
```sh
brew install sdl2
```
Note:
On MacOS you need to include (uncomment in provided example platformio.ini file) these lines in your platformio.ini file to import the drivers:
```
; SDL2 includes
!find /opt/homebrew/Cellar/sdl2 -name "include" | sed "s/^/-I /"
!find /opt/homebrew/Cellar/sdl2 -name "libSDL2.a" | xargs dirname | sed "s/^/-L /"
```
**Windows**
Use [MSYS2](https://www.msys2.org/)
```sh
pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-SDL2
```
Add the path to your Mingw-w64 `bin` folder to the Windows PATH environment
variable (usually `C:\msys64\mingw64\bin`). See [instruction, 4](https://code.visualstudio.com/docs/cpp/config-mingw#_prerequisites).
### Install flasher drivers (optional)
If you plan to upload firmware & debug hardware, read notes in PlatformIO
[install docs](http://docs.platformio.org/en/latest/installation.html#troubleshooting).
### Build/Run
1. Clone this repository or download as zip.
2. In vscode, open folder via `File` -> `Open Folder...` menu.
- If you do it first time - agree, when it suggests to install PlatformIO
plugin, and wait when PlatformIO then install build tools and package
dependencies.
To build/execute, on PlafomIO tab expand desired env and click target:
<img src="support/pio_explorer.png" width="60%">
Note, for emulator env `upload` also executes compiled binary.
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This directory is intended for project header files.
A header file is a file containing C declarations and macro definitions
to be shared between several project source files. You request the use of a
header file in your project source file (C, C++, etc) located in `src` folder
by including it, with the C preprocessing directive `#include'.
```src/main.c
#include "header.h"
int main (void)
{
...
}
```
Including a header file produces the same results as copying the header file
into each source file that needs it. Such copying would be time-consuming
and error-prone. With a header file, the related declarations appear
in only one place. If they need to be changed, they can be changed in one
place, and programs that include the header file will automatically use the
new version when next recompiled. The header file eliminates the labor of
finding and changing all the copies as well as the risk that a failure to
find one copy will result in inconsistencies within a program.
In C, the usual convention is to give header files names that end with `.h'.
It is most portable to use only letters, digits, dashes, and underscores in
header file names, and at most one dot.
Read more about using header files in official GCC documentation:
* Include Syntax
* Include Operation
* Once-Only Headers
* Computed Includes
https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
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#ifdef LVGL_USE_V8
#include "lv_conf_v8.h"
#elif LVGL_USE_V9
#include "lv_conf_v9.h"
#endif
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This directory is intended for project specific (private) libraries.
PlatformIO will compile them to static libraries and link into executable file.
The source code of each library should be placed in a an own separate directory
("lib/your_library_name/[here are source files]").
For example, see a structure of the following two libraries `Foo` and `Bar`:
|--lib
| |
| |--Bar
| | |--docs
| | |--examples
| | |--src
| | |- Bar.c
| | |- Bar.h
| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
| |
| |--Foo
| | |- Foo.c
| | |- Foo.h
| |
| |- README --> THIS FILE
|
|- platformio.ini
|--src
|- main.c
and a contents of `src/main.c`:
```
#include <Foo.h>
#include <Bar.h>
int main (void)
{
...
}
```
PlatformIO Library Dependency Finder will find automatically dependent
libraries scanning project source files.
More information about PlatformIO Library Dependency Finder
- https://docs.platformio.org/page/librarymanager/ldf.html
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; PlatformIO Project Configuration File
;
; Build options: build flags, source filter
; Upload options: custom upload port, speed and extra flags
; Library options: dependencies, extra library storages
; Advanced options: extra scripting
;
; Please visit documentation for the other options and examples
; https://docs.platformio.org/page/projectconf.html
[platformio]
default_envs = emulator_Core
[env]
build_flags =
-std=c++17
-I include
-I src/utility
; LVGL
-D LV_CONF_INCLUDE_SIMPLE
-D LV_LVGL_H_INCLUDE_SIMPLE
-D LVGL_USE_V8=1
-D LVGL_USE_V9=0 ; not yet supported
-l SDL2
; SDL2 includes, uncomment the next two lines on MAC OS if you intalled sdl via homebrew
!find /opt/homebrew/Cellar/sdl2 -name "include" | sed "s/^/-I /"
!find /opt/homebrew/Cellar/sdl2 -name "libSDL2.a" | xargs dirname | sed "s/^/-L /"
lib_deps =
https://github.com/m5stack/M5GFX#develop
lvgl=https://github.com/lvgl/lvgl/archive/refs/tags/v8.3.0.zip
; lvgl=https://github.com/lvgl/lvgl/archive/refs/tags/v9.0.0.zip ; not yet supported
lib_archive = false
[env:emulator_Core]
platform = native@^1.2.1
extra_scripts = support/sdl2_build_extra.py
build_type = debug
build_flags =
${env.build_flags}
-D M5GFX_SHOW_FRAME
-D M5GFX_SCALE=1
-D M5GFX_ROTATION=0
-D M5GFX_BOARD=board_M5Stack
build_src_filter =
+<*>
+<../.pio/libdeps/emulator_Core/lvgl/demos>
[env:emulator_Core2]
platform = native@^1.2.1
extra_scripts = support/sdl2_build_extra.py
build_type = debug
build_flags =
${env.build_flags}
-D M5GFX_SHOW_FRAME
-D M5GFX_SCALE=1
-D M5GFX_ROTATION=0
-D M5GFX_BOARD=board_M5StackCore2
build_src_filter =
+<*>
+<../.pio/libdeps/emulator_Core2/lvgl/demos>
[env:emulator_CoreS3]
platform = native@^1.2.1
extra_scripts = support/sdl2_build_extra.py
build_type = debug
build_flags =
${env.build_flags}
-D M5GFX_SHOW_FRAME
-D M5GFX_SCALE=1
-D M5GFX_ROTATION=0
-D M5GFX_BOARD=board_M5StackCoreS3
build_src_filter =
+<*>
+<../.pio/libdeps/emulator_CoreS3/lvgl/demos>
[env:emulator_StickCPlus]
platform = native@^1.2.1
extra_scripts = support/sdl2_build_extra.py
build_type = debug
build_flags =
${env.build_flags}
-D M5GFX_SHOW_FRAME
-D M5GFX_SCALE=1
-D M5GFX_ROTATION=0
-D M5GFX_BOARD=board_M5StickCPlus
build_src_filter =
+<*>
+<../.pio/libdeps/emulator_StickCPlus/lvgl/demos>
[env:emulator_StickCPlus2]
platform = native@^1.2.1
extra_scripts = support/sdl2_build_extra.py
build_type = debug
build_flags =
${env.build_flags}
-D M5GFX_SHOW_FRAME
-D M5GFX_SCALE=1
-D M5GFX_ROTATION=0
-D M5GFX_BOARD=board_M5StickCPlus2
build_src_filter =
+<*>
+<../.pio/libdeps/emulator_StickCPlus2/lvgl/demos>
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#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include "lvgl_port_m5stack.hpp"
extern void user_app(void);
M5GFX gfx;
void setup(void) {
gfx.init();
lvgl_port_init(gfx);
user_app();
}
void loop(void) {
#if defined(ARDUINO) && defined(ESP_PLATFORM)
delay(10);
#elif !defined(ARDUINO) && (__has_include(<SDL2/SDL.h>) || __has_include(<SDL.h>))
usleep(10 * 000);
#endif
}
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#include "lvgl.h"
#include "demos/lv_demos.h"
void user_app(void) {
lv_demo_widgets();
}
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#include "lvgl_port_m5stack.hpp"
#if defined(ARDUINO) && defined(ESP_PLATFORM)
static SemaphoreHandle_t xGuiSemaphore;
#elif !defined(ARDUINO) && (__has_include(<SDL2/SDL.h>) || __has_include(<SDL.h>))
static SDL_mutex *xGuiMutex;
#endif
#ifndef LV_BUFFER_LINE
#define LV_BUFFER_LINE (gfx.height() / 2)
#endif
#ifdef __cplusplus
extern "C" {
#endif
static void lvgl_flush_cb(lv_disp_drv_t *disp, const lv_area_t *area, lv_color_t *color_p) {
M5GFX &gfx = *(M5GFX *)disp->user_data;
int w = (area->x2 - area->x1 + 1);
int h = (area->y2 - area->y1 + 1);
gfx.startWrite();
gfx.setAddrWindow(area->x1, area->y1, w, h);
gfx.writePixels((lgfx::rgb565_t *)&color_p->full, w * h);
// gfx.writePixels((lgfx::swap565_t *)&color_p->full, w * h); // swap red and blue
gfx.endWrite();
lv_disp_flush_ready(disp);
}
static void lvgl_read_cb(lv_indev_drv_t *indev_driver, lv_indev_data_t *data) {
M5GFX &gfx = *(M5GFX *)indev_driver->user_data;
uint16_t touchX, touchY;
bool touched = gfx.getTouch(&touchX, &touchY);
if (!touched) {
data->state = LV_INDEV_STATE_REL;
} else {
data->state = LV_INDEV_STATE_PR;
data->point.x = touchX;
data->point.y = touchY;
}
}
#if defined(ARDUINO) && defined(ESP_PLATFORM)
static void lvgl_tick_timer(void *arg) {
(void)arg;
lv_tick_inc(10);
}
static void lvgl_rtos_task(void *pvParameter) {
(void)pvParameter;
xGuiSemaphore = xSemaphoreCreateMutex();
while (1) {
if (pdTRUE == xSemaphoreTake(xGuiSemaphore, portMAX_DELAY)) {
lv_timer_handler();
xSemaphoreGive(xGuiSemaphore);
}
vTaskDelay(pdMS_TO_TICKS(10));
}
}
#elif !defined(ARDUINO) && (__has_include(<SDL2/SDL.h>) || __has_include(<SDL.h>))
static uint32_t lvgl_tick_timer(uint32_t interval, void *param) {
(void)interval;
(void)param;
lv_tick_inc(10);
return 10;
}
static int lvgl_sdl_thread(void *data) {
(void)data;
xGuiMutex = SDL_CreateMutex();
while (1) {
if (SDL_LockMutex(xGuiMutex) == 0) {
lv_timer_handler();
SDL_UnlockMutex(xGuiMutex);
}
SDL_Delay(10);
}
return 0;
}
#endif
void lvgl_port_init(M5GFX &gfx) {
lv_init();
static lv_disp_draw_buf_t *draw_buf = (lv_disp_draw_buf_t *)malloc(sizeof(lv_disp_draw_buf_t));
#if defined(ARDUINO) && defined(ESP_PLATFORM)
#if defined(BOARD_HAS_PSRAM)
static lv_color_t *buf1 =
(lv_color_t *)heap_caps_malloc(gfx.width() * LV_BUFFER_LINE * sizeof(lv_color_t), MALLOC_CAP_SPIRAM);
static lv_color_t *buf2 =
(lv_color_t *)heap_caps_malloc(gfx.width() * LV_BUFFER_LINE * sizeof(lv_color_t), MALLOC_CAP_SPIRAM);
lv_disp_draw_buf_init(&draw_buf, buf1, buf2, gfx.width() * LV_BUFFER_LINE);
#else
static lv_color_t *buf1 = (lv_color_t *)malloc(gfx.width() * LV_BUFFER_LINE * sizeof(lv_color_t));
lv_disp_draw_buf_init(&draw_buf, buf1, NULL, gfx.width() * LV_BUFFER_LINE);
#endif
#elif !defined(ARDUINO) && (__has_include(<SDL2/SDL.h>) || __has_include(<SDL.h>))
static lv_color_t *buf1 = (lv_color_t *)malloc(gfx.width() * LV_BUFFER_LINE * sizeof(lv_color_t));
static lv_color_t *buf2 = (lv_color_t *)malloc(gfx.width() * LV_BUFFER_LINE * sizeof(lv_color_t));
lv_disp_draw_buf_init(draw_buf, buf1, buf2, gfx.width() * LV_BUFFER_LINE);
#endif
static lv_disp_drv_t disp_drv;
lv_disp_drv_init(&disp_drv);
disp_drv.hor_res = gfx.width();
disp_drv.ver_res = gfx.height();
disp_drv.flush_cb = lvgl_flush_cb;
disp_drv.draw_buf = draw_buf;
disp_drv.user_data = &gfx;
lv_disp_drv_register(&disp_drv);
static lv_indev_drv_t indev_drv;
lv_indev_drv_init(&indev_drv);
indev_drv.type = LV_INDEV_TYPE_POINTER;
indev_drv.read_cb = lvgl_read_cb;
indev_drv.user_data = &gfx;
lv_indev_t *indev = lv_indev_drv_register(&indev_drv);
#if defined(ARDUINO) && defined(ESP_PLATFORM)
const esp_timer_create_args_t periodic_timer_args = {.callback = &lvgl_tick_timer, .name = "lvgl_tick_timer"};
esp_timer_handle_t periodic_timer;
ESP_ERROR_CHECK(esp_timer_create(&periodic_timer_args, &periodic_timer));
ESP_ERROR_CHECK(esp_timer_start_periodic(periodic_timer, LV_TICK_PERIOD_MS * 1000));
xTaskCreate(lv_task_handler, "lv_task", 4096, NULL, 1, NULL);
#elif !defined(ARDUINO) && (__has_include(<SDL2/SDL.h>) || __has_include(<SDL.h>))
SDL_AddTimer(10, lvgl_tick_timer, NULL);
SDL_CreateThread(lvgl_sdl_thread, "lvgl_sdl_thread", NULL);
#endif
}
void lvgl_port_lock(void) {
#if defined(ARDUINO) && defined(ESP_PLATFORM)
xSemaphoreTake(xGuiSemaphore, portMAX_DELAY);
#elif !defined(ARDUINO) && (__has_include(<SDL2/SDL.h>) || __has_include(<SDL.h>))
SDL_LockMutex(xGuiMutex);
#endif
}
void lvgl_port_unlock(void) {
#if defined(ARDUINO) && defined(ESP_PLATFORM)
xSemaphoreGive(xGuiSemaphore);
#elif !defined(ARDUINO) && (__has_include(<SDL2/SDL.h>) || __has_include(<SDL.h>))
SDL_UnlockMutex(xGuiMutex);
#endif
}
#ifdef __cplusplus
}
#endif
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#ifndef __LVGL_PORT_M5STACK_HPP__
#define __LVGL_PORT_M5STACK_HPP__
#if defined(ARDUINO)
#include <Arduino.h>
#endif
#include <M5GFX.h>
#include "lvgl.h"
#ifdef __cplusplus
extern "C" {
#endif
void lvgl_port_init(M5GFX &gfx);
void lvgl_port_lock(void);
void lvgl_port_unlock(void);
#ifdef __cplusplus
}
#endif
#endif // __LVGL_PORT_M5STACK_HPP__
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#include <M5GFX.h>
#if defined(SDL_h_)
void setup(void);
void loop(void);
__attribute__((weak)) int user_func(bool *running) {
setup();
do {
loop();
} while (*running);
return 0;
}
int main(int, char **) {
// The second argument is effective for step execution with breakpoints.
// You can specify the time in milliseconds to perform slow execution that ensures screen updates.
return lgfx::Panel_sdl::main(user_func, 128);
}
#endif
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Import("env", "projenv")
for e in [ env, projenv ]:
# If compiler uses `-m32`, propagate it to linker.
# Add via script, because `-Wl,-m32` does not work.
if "-m32" in e['CCFLAGS']:
e.Append(LINKFLAGS = ["-m32"])
exec_name = "${BUILD_DIR}/${PROGNAME}${PROGSUFFIX}"
# Override unused "upload" to execute compiled binary
from SCons.Script import AlwaysBuild
AlwaysBuild(env.Alias("upload", exec_name, exec_name))
# Add custom target to explorer
env.AddTarget(
name = "execute",
dependencies = exec_name,
actions = exec_name,
title = "Execute",
description = "Build and execute",
group="General"
)
#print('=====================================')
#print(env.Dump())
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This directory is intended for PlatformIO Test Runner and project tests.
Unit Testing is a software testing method by which individual units of
source code, sets of one or more MCU program modules together with associated
control data, usage procedures, and operating procedures, are tested to
determine whether they are fit for use. Unit testing finds problems early
in the development cycle.
More information about PlatformIO Unit Testing:
- https://docs.platformio.org/en/latest/advanced/unit-testing/index.html