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【AT32A403A 车规MCU开发板】 移植LVGL [复制链接]

这篇来学习下在AT32A403A开发板上移植LVGL。

 

一、下载LVGL

 

1.1、源码地址

下载地址:

链接已隐藏,如需查看请登录或者注册

 

 

二、添加文件

 

2.1、在项目中添加源文件,将LVGL相应目录下的文件添加到项目。

 

2.2、lv_port_disp_templ.c

/**
 * [url=home.php?mod=space&uid=1307177]@File[/url] lv_port_disp_templ.c
 *
 */

/*Copy this file as "lv_port_disp.c" and set this value to "1" to enable content*/
#if 1

/*********************
 *      INCLUDES
 *********************/
#include "lv_port_disp_template.h"
#include <stdbool.h>
#include "main.h"

/*********************
 *      DEFINES
 *********************/
#ifndef MY_DISP_HOR_RES
    //#warning Please define or replace the macro MY_DISP_HOR_RES with the actual screen width, default value 320 is used for now.
    #define MY_DISP_HOR_RES    240
#endif

#ifndef MY_DISP_VER_RES
    //#warning Please define or replace the macro MY_DISP_HOR_RES with the actual screen height, default value 240 is used for now.
    #define MY_DISP_VER_RES    320
#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
 **********************/
 
static lv_disp_drv_t* lv_disp_drv_p = NULL;
void DMA1_Channel3_IRQHandler()
{
    dma_flag_clear(DMA1_FDT3_FLAG);
    dma_channel_enable(DMA1_CHANNEL3, FALSE);  
    if(lv_disp_drv_p != NULL) 
    {
        lv_disp_flush_ready(lv_disp_drv_p); /* tell lvgl that flushing is done */
    }
		
}

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*/

		static lv_disp_draw_buf_t draw_buf_dsc_2          ;                      /*An other buffer for 10 rows*/
    static lv_color_t buf_2_1[MY_DISP_HOR_RES * 20];                        /*A buffer for 10 rows*/
    static lv_color_t buf_2_2[MY_DISP_HOR_RES * 20];                        /*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 * 20);   /*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 * LV_VER_RES_MAX);   /*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*/
	init_lcd();
	
	dma_init_type dma_init_struct;
  crm_periph_clock_enable(CRM_DMA1_PERIPH_CLOCK, TRUE);
  dma_reset(LCD_SPI_MASTER_Tx_DMA_Channel);
  dma_init_struct.buffer_size = 0xFFFE;
  dma_init_struct.direction = DMA_DIR_MEMORY_TO_PERIPHERAL;
  dma_init_struct.memory_base_addr = (uint32_t)LCD_SPI_MASTER_DR_Base;
  dma_init_struct.memory_data_width = DMA_MEMORY_DATA_WIDTH_BYTE;
  dma_init_struct.memory_inc_enable = TRUE;
  dma_init_struct.peripheral_base_addr = (uint32_t)LCD_SPI_MASTER_DR_Base;
  dma_init_struct.peripheral_data_width = DMA_PERIPHERAL_DATA_WIDTH_BYTE;
  dma_init_struct.peripheral_inc_enable = FALSE;
  dma_init_struct.priority = DMA_PRIORITY_HIGH;
  dma_init_struct.loop_mode_enable = FALSE;
  dma_init(LCD_SPI_MASTER_Tx_DMA_Channel, &dma_init_struct);
  
  nvic_irq_enable(LCD_SPI_MASTER_Tx_DMA_IRQn, 1, 0);
  dma_interrupt_enable(LCD_SPI_MASTER_Tx_DMA_Channel,DMA_FDT_INT,TRUE);
}

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;
}

/*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*/

//        int32_t x;
//        int32_t y;
//        for(y = area->y1; y <= area->y2; y++) {
//            for(x = area->x1; x <= area->x2; x++) {
//                /*Put a pixel to the display. For example:*/
//                /*put_px(x, y, *color_p)*/
//                color_p++;
//            }
//        }
//    }

    /*IMPORTANT!!!
     *Inform the graphics library that you are ready with the flushing*/
//		lcd_draw_fast_rgb_color(area->x1,area->y1,area->x2,area->y2,(uint16_t*)color_p);

//    lv_disp_flush_ready(disp_drv);
	
		lv_disp_drv_p = disp_drv;  
		
    u32 size = (area->x2 - area->x1+1)*(area->y2 - area->y1+1) ;
		LCD_SetWindows(area->x1,area->y1,area->x2,area->y2);  
		
		//LCD_DC_SET;
		LCD_CS_CLR;
    LCD_SPI_MASTER_Tx_DMA_Channel->ctrl    &= ~(uint16_t)1;
    LCD_SPI_MASTER_Tx_DMA_Channel->maddr  = (uint32_t)color_p;
    LCD_SPI_MASTER_Tx_DMA_Channel->dtcnt = size*2;
    LCD_SPI_MASTER_Tx_DMA_Channel->ctrl    |= (uint16_t)1;   
		
		//LCD_CS_SET;
}

/*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

 

2.3、lv_port_indev_templ.c

/**
 * @file lv_port_indev_templ.c
 *
 */

/*Copy this file as "lv_port_indev.c" and set this value to "1" to enable content*/
#if 1

/*********************
 *      INCLUDES
 *********************/
#include "lv_port_indev_template.h"
#include "../../lvgl.h"
#include "main.h"
/*********************
 *      DEFINES
 *********************/

/**********************
 *      TYPEDEFS
 **********************/

/**********************
 *  STATIC PROTOTYPES
 **********************/

static void touchpad_init(void);
static void touchpad_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data);
static bool touchpad_is_pressed(void);
static void touchpad_get_xy(lv_coord_t * x, lv_coord_t * y);

static void mouse_init(void);
static void mouse_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data);
static bool mouse_is_pressed(void);
static void mouse_get_xy(lv_coord_t * x, lv_coord_t * y);

static void keypad_init(void);
static void keypad_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data);
static uint32_t keypad_get_key(void);

static void encoder_init(void);
static void encoder_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data);
static void encoder_handler(void);

//static void button_init(void);
static void button_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data);
static int8_t button_get_pressed_id(void);
static bool button_is_pressed(uint8_t id);

/**********************
 *  STATIC VARIABLES
 **********************/
lv_indev_t * indev_touchpad;
lv_indev_t * indev_mouse;
lv_indev_t * indev_keypad;
lv_indev_t * indev_encoder;
lv_indev_t * indev_button;

static int32_t encoder_diff;
static lv_indev_state_t encoder_state;
extern struct tp_pix_ tp_pixad, tp_pixlcd;

/**********************
 *      MACROS
 **********************/

/**********************
 *   GLOBAL FUNCTIONS
 **********************/

void lv_port_indev_init(void)
{
    /**
     * Here you will find example implementation of input devices supported by LittelvGL:
     *  - Touchpad
     *  - Mouse (with cursor support)
     *  - Keypad (supports GUI usage only with key)
     *  - Encoder (supports GUI usage only with: left, right, push)
     *  - Button (external buttons to press points on the screen)
     *
     *  The `..._read()` function are only examples.
     *  You should shape them according to your hardware
     */

    static lv_indev_drv_t indev_drv;

    /*------------------
     * Touchpad
     * -----------------*/

    /*Initialize your touchpad if you have*/
    touchpad_init();

    /*Register a touchpad input device*/
    lv_indev_drv_init(&indev_drv);
    indev_drv.type = LV_INDEV_TYPE_POINTER;
    indev_drv.read_cb = touchpad_read;
    indev_touchpad = lv_indev_drv_register(&indev_drv);

//    /*------------------
//     * Mouse
//     * -----------------*/

//    /*Initialize your mouse if you have*/
//    mouse_init();

//    /*Register a mouse input device*/
//    lv_indev_drv_init(&indev_drv);
//    indev_drv.type = LV_INDEV_TYPE_POINTER;
//    indev_drv.read_cb = mouse_read;
//    indev_mouse = lv_indev_drv_register(&indev_drv);

//    /*Set cursor. For simplicity set a HOME symbol now.*/
//    lv_obj_t * mouse_cursor = lv_img_create(lv_scr_act());
//    lv_img_set_src(mouse_cursor, LV_SYMBOL_HOME);
//    lv_indev_set_cursor(indev_mouse, mouse_cursor);

//    /*------------------
//     * Keypad
//     * -----------------*/

//    /*Initialize your keypad or keyboard if you have*/
//    keypad_init();

//    /*Register a keypad input device*/
//    lv_indev_drv_init(&indev_drv);
//    indev_drv.type = LV_INDEV_TYPE_KEYPAD;
//    indev_drv.read_cb = keypad_read;
//    indev_keypad = lv_indev_drv_register(&indev_drv);

//    /*Later you should create group(s) with `lv_group_t * group = lv_group_create()`,
//     *add objects to the group with `lv_group_add_obj(group, obj)`
//     *and assign this input device to group to navigate in it:
//     *`lv_indev_set_group(indev_keypad, group);`*/

//    /*------------------
//     * Encoder
//     * -----------------*/

//    /*Initialize your encoder if you have*/
//    encoder_init();

//    /*Register a encoder input device*/
//    lv_indev_drv_init(&indev_drv);
//    indev_drv.type = LV_INDEV_TYPE_ENCODER;
//    indev_drv.read_cb = encoder_read;
//    indev_encoder = lv_indev_drv_register(&indev_drv);

//    /*Later you should create group(s) with `lv_group_t * group = lv_group_create()`,
//     *add objects to the group with `lv_group_add_obj(group, obj)`
//     *and assign this input device to group to navigate in it:
//     *`lv_indev_set_group(indev_encoder, group);`*/

//    /*------------------
//     * Button
//     * -----------------*/

//    /*Initialize your button if you have*/
//    button_init();

//    /*Register a button input device*/
//    lv_indev_drv_init(&indev_drv);
//    indev_drv.type = LV_INDEV_TYPE_BUTTON;
//    indev_drv.read_cb = button_read;
//    indev_button = lv_indev_drv_register(&indev_drv);

//    /*Assign buttons to points on the screen*/
//    static const lv_point_t btn_points[2] = {
//        {10, 10},   /*Button 0 -> x:10; y:10*/
//        {40, 100},  /*Button 1 -> x:40; y:100*/
//    };
//    lv_indev_set_button_points(indev_button, btn_points);
}

/**********************
 *   STATIC FUNCTIONS
 **********************/

/*------------------
 * Touchpad
 * -----------------*/

/*Initialize your touchpad*/
static void touchpad_init(void)
{
    /*Your code comes here*/
}

/*Will be called by the library to read the touchpad*/
static void touchpad_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data)
{
    static lv_coord_t last_x = 0;
    static lv_coord_t last_y = 0;
	
		if(PEN_CHECK == 0)
    {
        if(coor_convert())
        {

            data->point.x =tp_pixlcd.x;
            data->point.y =tp_pixlcd.y;
            data->state = LV_INDEV_STATE_PR;
            last_x = data->point.x;
            last_y = data->point.y;
        }
        else
        {
            data->point.x = last_x;
            data->point.y = last_y;
            data->state = LV_INDEV_STATE_REL; 
        } 

    }
	
	

//    /*Save the pressed coordinates and the state*/
//    if(touchpad_is_pressed()) {
//        touchpad_get_xy(&last_x, &last_y);
//        data->state = LV_INDEV_STATE_PR;
//    }
//    else {
//        data->state = LV_INDEV_STATE_REL;
//    }

//    /*Set the last pressed coordinates*/
//    data->point.x = last_x;
//    data->point.y = last_y;
}

/*Return true is the touchpad is pressed*/
static bool touchpad_is_pressed(void)
{
    /*Your code comes here*/

    return false;
}

/*Get the x and y coordinates if the touchpad is pressed*/
static void touchpad_get_xy(lv_coord_t * x, lv_coord_t * y)
{
    /*Your code comes here*/

    (*x) = 0;
    (*y) = 0;
}

/*------------------
 * Mouse
 * -----------------*/

/*Initialize your mouse*/
static void mouse_init(void)
{
    /*Your code comes here*/
}

/*Will be called by the library to read the mouse*/
static void mouse_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data)
{
    /*Get the current x and y coordinates*/
    mouse_get_xy(&data->point.x, &data->point.y);

    /*Get whether the mouse button is pressed or released*/
    if(mouse_is_pressed()) {
        data->state = LV_INDEV_STATE_PR;
    }
    else {
        data->state = LV_INDEV_STATE_REL;
    }
}

/*Return true is the mouse button is pressed*/
static bool mouse_is_pressed(void)
{
    /*Your code comes here*/

    return false;
}

/*Get the x and y coordinates if the mouse is pressed*/
static void mouse_get_xy(lv_coord_t * x, lv_coord_t * y)
{
    /*Your code comes here*/

    (*x) = 0;
    (*y) = 0;
}

/*------------------
 * Keypad
 * -----------------*/

/*Initialize your keypad*/
static void keypad_init(void)
{
    /*Your code comes here*/
}

/*Will be called by the library to read the mouse*/
static void keypad_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data)
{
    static uint32_t last_key = 0;

    /*Get the current x and y coordinates*/
    mouse_get_xy(&data->point.x, &data->point.y);

    /*Get whether the a key is pressed and save the pressed key*/
    uint32_t act_key = keypad_get_key();
    if(act_key != 0) {
        data->state = LV_INDEV_STATE_PR;

        /*Translate the keys to LVGL control characters according to your key definitions*/
        switch(act_key) {
            case 1:
                act_key = LV_KEY_NEXT;
                break;
            case 2:
                act_key = LV_KEY_PREV;
                break;
            case 3:
                act_key = LV_KEY_LEFT;
                break;
            case 4:
                act_key = LV_KEY_RIGHT;
                break;
            case 5:
                act_key = LV_KEY_ENTER;
                break;
        }

        last_key = act_key;
    }
    else {
        data->state = LV_INDEV_STATE_REL;
    }

    data->key = last_key;
}

/*Get the currently being pressed key.  0 if no key is pressed*/
static uint32_t keypad_get_key(void)
{
    /*Your code comes here*/

    return 0;
}

/*------------------
 * Encoder
 * -----------------*/

/*Initialize your keypad*/
static void encoder_init(void)
{
    /*Your code comes here*/
}

/*Will be called by the library to read the encoder*/
static void encoder_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data)
{

    data->enc_diff = encoder_diff;
    data->state = encoder_state;
}

/*Call this function in an interrupt to process encoder events (turn, press)*/
static void encoder_handler(void)
{
    /*Your code comes here*/

    encoder_diff += 0;
    encoder_state = LV_INDEV_STATE_REL;
}

/*------------------
 * Button
 * -----------------*/

/*Initialize your buttons*/
//static void button_init(void)
//{
//    /*Your code comes here*/
//}

/*Will be called by the library to read the button*/
static void button_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data)
{

    static uint8_t last_btn = 0;

    /*Get the pressed button's ID*/
    int8_t btn_act = button_get_pressed_id();

    if(btn_act >= 0) {
        data->state = LV_INDEV_STATE_PR;
        last_btn = btn_act;
    }
    else {
        data->state = LV_INDEV_STATE_REL;
    }

    /*Save the last pressed button's ID*/
    data->btn_id = last_btn;
}

/*Get ID  (0, 1, 2 ..) of the pressed button*/
static int8_t button_get_pressed_id(void)
{
    uint8_t i;

    /*Check to buttons see which is being pressed (assume there are 2 buttons)*/
    for(i = 0; i < 2; i++) {
        /*Return the pressed button's ID*/
        if(button_is_pressed(i)) {
            return i;
        }
    }

    /*No button pressed*/
    return -1;
}

/*Test if `id` button is pressed or not*/
static bool button_is_pressed(uint8_t id)
{

    /*Your code comes here*/

    return false;
}

#else /*Enable this file at the top*/

/*This dummy typedef exists purely to silence -Wpedantic.*/
typedef int keep_pedantic_happy;
#endif

 

2.4、main.c

#include "main.h"

lv_ui guider_ui;

void nvic_configuration(void)
{
  /* 2 bit for pre-emption priority,2 bits for subpriority */
  nvic_priority_group_config(NVIC_PRIORITY_GROUP_4);

  /* configure dma1 channel3 for the spi transmit */
  nvic_irq_enable(LCD_SPI_MASTER_Tx_DMA_IRQn, 0, 2);
}

int main(void)
{
	uint8_t spi1_tx_buf[10];
  system_clock_config();
	nvic_configuration();
	
	delay_init();
	SysTick_Init();
	init_usart(115200); 
	init_led(); 

	printf("test\r\n");
	init_lcd();

	LCD_Clear(RED);
	touch_adjust();

	lv_init();
  lv_port_disp_init();
	lv_port_indev_init();

	lv_demo_widgets();

  while(1)
  {
		lv_task_handler();   
		delay_ms(5);
  }
}

 

 

三、运行视频

下载程序后,复位开发板,运行如下

lvgl

 

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