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-rw-r--r--src/DisplayApp/lv_port_disp.cpp206
1 files changed, 206 insertions, 0 deletions
diff --git a/src/DisplayApp/lv_port_disp.cpp b/src/DisplayApp/lv_port_disp.cpp
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+/**
+ * @file 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 <FreeRTOS.h>
+#include <projdefs.h>
+#include <task.h>
+#include "lv_port_disp.h"
+#include "../drivers/St7789.h"
+/*********************
+ * DEFINES
+ *********************/
+
+/**********************
+ * 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);
+#if LV_USE_GPU
+static void gpu_blend(lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa);
+static void gpu_fill(lv_color_t * dest, uint32_t length, lv_color_t color);
+#endif
+
+/**********************
+ * STATIC VARIABLES
+ **********************/
+
+/**********************
+ * MACROS
+ **********************/
+
+/**********************
+ * GLOBAL FUNCTIONS
+ **********************/
+
+void lv_port_disp_init(void)
+{
+ /*-------------------------
+ * Initialize your display
+ * -----------------------*/
+ disp_init();
+
+ /*-----------------------------
+ * Create a buffer for drawing
+ *----------------------------*/
+
+ /* LittlevGL requires a buffer where it draws the objects. The buffer's has to be greater than 1 display row
+ *
+ * There are three buffering configurations:
+ * 1. Create ONE buffer with some rows:
+ * LittlevGL will draw the display's content here and writes it to your display
+ *
+ * 2. Create TWO buffer with some rows:
+ * LittlevGL 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 LittlevGL 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. Create TWO screen-sized buffer:
+ * Similar to 2) but the buffer have to be screen sized. When LittlevGL is ready it will give the
+ * whole frame to display. This way you only need to change the frame buffer's address instead of
+ * copying the pixels.
+ * */
+
+ /* Example for 1) */
+#if 0
+ static lv_disp_buf_t disp_buf_1;
+ static lv_color_t buf1_1[LV_HOR_RES_MAX * 10]; /*A buffer for 10 rows*/
+ lv_disp_buf_init(&disp_buf_1, buf1_1, NULL, LV_HOR_RES_MAX * 10); /*Initialize the display buffer*/
+#endif
+ /* Example for 2) */
+ static lv_disp_buf_t disp_buf_2;
+ static lv_color_t buf2_1[LV_HOR_RES_MAX * 2]; /*A buffer for 10 rows*/
+ static lv_color_t buf2_2[LV_HOR_RES_MAX * 2]; /*An other buffer for 10 rows*/
+ lv_disp_buf_init(&disp_buf_2, buf2_1, buf2_2, LV_HOR_RES_MAX * 2); /*Initialize the display buffer*/
+
+ /* Example for 3) */
+#if 0
+ static lv_disp_buf_t disp_buf_3;
+ static lv_color_t buf3_1[LV_HOR_RES_MAX * LV_VER_RES_MAX]; /*A screen sized buffer*/
+ static lv_color_t buf3_2[LV_HOR_RES_MAX * LV_VER_RES_MAX]; /*An other screen sized buffer*/
+ lv_disp_buf_init(&disp_buf_3, buf3_1, buf3_2, LV_HOR_RES_MAX * LV_VER_RES_MAX); /*Initialize the display buffer*/
+#endif
+
+ /*-----------------------------------
+ * Register the display in LittlevGL
+ *----------------------------------*/
+
+ 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 = 240;
+ disp_drv.ver_res = 240;
+
+ /*Used to copy the buffer's content to the display*/
+ disp_drv.flush_cb = disp_flush;
+ /*Set a display buffer*/
+ disp_drv.buffer = &disp_buf_2;
+
+#if LV_USE_GPU
+ /*Optionally add functions to access the GPU. (Only in buffered mode, LV_VDB_SIZE != 0)*/
+
+ /*Blend two color array using opacity*/
+ disp_drv.gpu_blend = gpu_blend;
+
+ /*Fill a memory array with a color*/
+ disp_drv.gpu_fill = gpu_fill;
+#endif
+
+ /*Finally register the driver*/
+ lv_disp_drv_register(&disp_drv);
+}
+
+/**********************
+ * STATIC FUNCTIONS
+ **********************/
+
+/* Initialize your display and the required peripherals. */
+extern Pinetime::Drivers::St7789* ptrLcd;
+static void disp_init(void)
+{
+ /*You code here*/
+}
+
+void NotifyEndOfTransfert(TaskHandle_t task) {
+ if(task != nullptr) {
+ BaseType_t xHigherPriorityTaskWoken = pdFALSE;
+ vTaskNotifyGiveFromISR(task, &xHigherPriorityTaskWoken);
+ portYIELD_FROM_ISR(xHigherPriorityTaskWoken);
+ }
+}
+
+/* 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)
+{
+ /*The most simple case (but also the slowest) to put all pixels to the screen one-by-one*/
+ auto x = area->x1;
+ auto y = area->y1;
+ auto width = (area->x2-area->x1)+1;
+ auto height = (area->y2-area->y1)+1;
+ ptrLcd->BeginDrawBuffer(x, y, width, height);
+ ptrLcd->NextDrawBuffer(reinterpret_cast<const uint8_t *>(color_p), width * height*2) ;
+
+ ulTaskNotifyTake(pdTRUE, 500);
+
+ /* IMPORTANT!!!
+ * Inform the graphics library that you are ready with the flushing*/
+ lv_disp_flush_ready(disp_drv);
+}
+
+
+/*OPTIONAL: GPU INTERFACE*/
+#if LV_USE_GPU
+
+/* If your MCU has hardware accelerator (GPU) then you can use it to blend to memories using opacity
+ * It can be used only in buffered mode (LV_VDB_SIZE != 0 in lv_conf.h)*/
+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)
+{
+ /*It's an example code which should be done by your GPU*/
+ uint32_t i;
+ for(i = 0; i < length; i++) {
+ dest[i] = lv_color_mix(dest[i], src[i], opa);
+ }
+}
+
+/* If your MCU has hardware accelerator (GPU) then you can use it to fill a memory with a color
+ * It can be used only in buffered mode (LV_VDB_SIZE != 0 in lv_conf.h)*/
+static void gpu_fill_cb(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*/
+ uint32_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*/
+ }
+}
+
+#endif /*LV_USE_GPU*/
+
+#else /* Enable this file at the top */
+
+/* This dummy typedef exists purely to silence -Wpedantic. */
+typedef int keep_pedantic_happy;
+#endif