esp32-s3+GC9A01基于vs code+PlatformIO+ardunio框架的lvgl库导入和配置


前言

`本节内容介绍esp32-s3+GC9A01基于vs code+PlatformIO+ardunio框架的LVGL库导入
环境如下:
platform = espressif32
board = esp32-s3-devkitc-1
framework = arduino
测试硬件如下:
ESP32-S3-N16R8
GC9A01不带触摸

一、lvgl库是什么?

LVGL是一个免费的开源嵌入式图形库,它提供创建嵌入式GUI所需的功能,具有易于使用的图形元素、精美的视觉效果和低内存占用。完整的图形框架包括供您在创建GUI时所用的各种小部件。目前有GUI Guider、Squareline支持LVGL库的图形化编程,在后边的小节里,我们跑下Squareline导出的UI。

二、使用步骤

1.创建新工程

使用platformIO创建新工程

2.导入lvgl库

步骤如下:
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->1点击最左侧蚂蚁图标
->2点击快捷入口quick access中libraries
-> 3点击libraries图标
->4文本框输入lvgl
->5点击搜索图标
->6点击lvgl进入,选择版本号,目前选的8.3.11,再点击Add to project,选择我们刚建立的工程,点击右下角Add,对工程进行添加
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添加成功后,platformio.ini.文件会出现添加的什么库,什么版本
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3.配置lvgl库

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->1点击资源管理器图标
->2找到之前建立的工程,点击
->3找到lvgl库,点击
->接下来往下拉,找到lv_conf_template.h文件,复制一份在同一个路径,文件名上点右键重命名为lv_conf.h,我们需要进行简单配置,其余配置可自己进行
#if 0改为1
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LV_TICK_CUSTOM 设置为1,启用esp32r的时钟做心跳
在这里插入图片描述

lv_conf.h完整的代码如下(示例):

/**
 * @file lv_conf.h
 * Configuration file for v8.3.11
 */

/*
 * Copy this file as `lv_conf.h`
 * 1. simply next to the `lvgl` folder
 * 2. or any other places and
 *    - define `LV_CONF_INCLUDE_SIMPLE`
 *    - add the path as include path
 */

/* clang-format off */
#if 1 /*Set it to "1" to enable content*/

#ifndef LV_CONF_H
#define LV_CONF_H

#include <stdint.h>

/*====================
   COLOR SETTINGS
 *====================*/

/*Color depth: 1 (1 byte per pixel), 8 (RGB332), 16 (RGB565), 32 (ARGB8888)*/
#define LV_COLOR_DEPTH 16

/*Swap the 2 bytes of RGB565 color. Useful if the display has an 8-bit interface (e.g. SPI)*/
#define LV_COLOR_16_SWAP 0

/*Enable features to draw on transparent background.
 *It's required if opa, and transform_* style properties are used.
 *Can be also used if the UI is above another layer, e.g. an OSD menu or video player.*/
#define LV_COLOR_SCREEN_TRANSP 0

/* Adjust color mix functions rounding. GPUs might calculate color mix (blending) differently.
 * 0: round down, 64: round up from x.75, 128: round up from half, 192: round up from x.25, 254: round up */
#define LV_COLOR_MIX_ROUND_OFS 0

/*Images pixels with this color will not be drawn if they are chroma keyed)*/
#define LV_COLOR_CHROMA_KEY lv_color_hex(0x00ff00)         /*pure green*/

/*=========================
   MEMORY SETTINGS
 *=========================*/

/*1: use custom malloc/free, 0: use the built-in `lv_mem_alloc()` and `lv_mem_free()`*/
#define LV_MEM_CUSTOM 0
#if LV_MEM_CUSTOM == 0
    /*Size of the memory available for `lv_mem_alloc()` in bytes (>= 2kB)*/
    #define LV_MEM_SIZE (48U * 1024U)          /*[bytes]*/

    /*Set an address for the memory pool instead of allocating it as a normal array. Can be in external SRAM too.*/
    #define LV_MEM_ADR 0     /*0: unused*/
    /*Instead of an address give a memory allocator that will be called to get a memory pool for LVGL. E.g. my_malloc*/
    #if LV_MEM_ADR == 0
        #undef LV_MEM_POOL_INCLUDE
        #undef LV_MEM_POOL_ALLOC
    #endif

#else       /*LV_MEM_CUSTOM*/
    #define LV_MEM_CUSTOM_INCLUDE <stdlib.h>   /*Header for the dynamic memory function*/
    #define LV_MEM_CUSTOM_ALLOC   malloc
    #define LV_MEM_CUSTOM_FREE    free
    #define LV_MEM_CUSTOM_REALLOC realloc
#endif     /*LV_MEM_CUSTOM*/

/*Number of the intermediate memory buffer used during rendering and other internal processing mechanisms.
 *You will see an error log message if there wasn't enough buffers. */
#define LV_MEM_BUF_MAX_NUM 16

/*Use the standard `memcpy` and `memset` instead of LVGL's own functions. (Might or might not be faster).*/
#define LV_MEMCPY_MEMSET_STD 0

/*====================
   HAL SETTINGS
 *====================*/

/*Default display refresh period. LVG will redraw changed areas with this period time*/
#define LV_DISP_DEF_REFR_PERIOD 30      /*[ms]*/

/*Input device read period in milliseconds*/
#define LV_INDEV_DEF_READ_PERIOD 30     /*[ms]*/

/*Use a custom tick source that tells the elapsed time in milliseconds.
 *It removes the need to manually update the tick with `lv_tick_inc()`)*/
#define LV_TICK_CUSTOM 1
#if LV_TICK_CUSTOM
    #define LV_TICK_CUSTOM_INCLUDE "Arduino.h"         /*Header for the system time function*/
    #define LV_TICK_CUSTOM_SYS_TIME_EXPR (millis())    /*Expression evaluating to current system time in ms*/
    /*If using lvgl as ESP32 component*/
    // #define LV_TICK_CUSTOM_INCLUDE "esp_timer.h"
    // #define LV_TICK_CUSTOM_SYS_TIME_EXPR ((esp_timer_get_time() / 1000LL))
#endif   /*LV_TICK_CUSTOM*/

/*Default Dot Per Inch. Used to initialize default sizes such as widgets sized, style paddings.
 *(Not so important, you can adjust it to modify default sizes and spaces)*/
#define LV_DPI_DEF 130     /*[px/inch]*/

/*=======================
 * FEATURE CONFIGURATION
 *=======================*/

/*-------------
 * Drawing
 *-----------*/

/*Enable complex draw engine.
 *Required to draw shadow, gradient, rounded corners, circles, arc, skew lines, image transformations or any masks*/
#define LV_DRAW_COMPLEX 1
#if LV_DRAW_COMPLEX != 0

    /*Allow buffering some shadow calculation.
    *LV_SHADOW_CACHE_SIZE is the max. shadow size to buffer, where shadow size is `shadow_width + radius`
    *Caching has LV_SHADOW_CACHE_SIZE^2 RAM cost*/
    #define LV_SHADOW_CACHE_SIZE 0

    /* Set number of maximally cached circle data.
    * The circumference of 1/4 circle are saved for anti-aliasing
    * radius * 4 bytes are used per circle (the most often used radiuses are saved)
    * 0: to disable caching */
    #define LV_CIRCLE_CACHE_SIZE 4
#endif /*LV_DRAW_COMPLEX*/

/**
 * "Simple layers" are used when a widget has `style_opa < 255` to buffer the widget into a layer
 * and blend it as an image with the given opacity.
 * Note that `bg_opa`, `text_opa` etc don't require buffering into layer)
 * The widget can be buffered in smaller chunks to avoid using large buffers.
 *
 * - LV_LAYER_SIMPLE_BUF_SIZE: [bytes] the optimal target buffer size. LVGL will try to allocate it
 * - LV_LAYER_SIMPLE_FALLBACK_BUF_SIZE: [bytes]  used if `LV_LAYER_SIMPLE_BUF_SIZE` couldn't be allocated.
 *
 * Both buffer sizes are in bytes.
 * "Transformed layers" (where transform_angle/zoom properties are used) use larger buffers
 * and can't be drawn in chunks. So these settings affects only widgets with opacity.
 */
#define LV_LAYER_SIMPLE_BUF_SIZE          (24 * 1024)
#define LV_LAYER_SIMPLE_FALLBACK_BUF_SIZE (3 * 1024)

/*Default image cache size. Image caching keeps the images opened.
 *If only the built-in image formats are used there is no real advantage of caching. (I.e. if no new image decoder is added)
 *With complex image decoders (e.g. PNG or JPG) caching can save the continuous open/decode of images.
 *However the opened images might consume additional RAM.
 *0: to disable caching*/
#define LV_IMG_CACHE_DEF_SIZE 0

/*Number of stops allowed per gradient. Increase this to allow more stops.
 *This adds (sizeof(lv_color_t) + 1) bytes per additional stop*/
#define LV_GRADIENT_MAX_STOPS 2

/*Default gradient buffer size.
 *When LVGL calculates the gradient "maps" it can save them into a cache to avoid calculating them again.
 *LV_GRAD_CACHE_DEF_SIZE sets the size of this cache in bytes.
 *If the cache is too small the map will be allocated only while it's required for the drawing.
 *0 mean no caching.*/
#define LV_GRAD_CACHE_DEF_SIZE 0

/*Allow dithering the gradients (to achieve visual smooth color gradients on limited color depth display)
 *LV_DITHER_GRADIENT implies allocating one or two more lines of the object's rendering surface
 *The increase in memory consumption is (32 bits * object width) plus 24 bits * object width if using error diffusion */
#define LV_DITHER_GRADIENT 0
#if LV_DITHER_GRADIENT
    /*Add support for error diffusion dithering.
     *Error diffusion dithering gets a much better visual result, but implies more CPU consumption and memory when drawing.
     *The increase in memory consumption is (24 bits * object's width)*/
    #define LV_DITHER_ERROR_DIFFUSION 0
#endif

/*Maximum buffer size to allocate for rotation.
 *Only used if software rotation is enabled in the display driver.*/
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