应用程序操作LCD源码分析

1、LCD设备节点文件介绍

帧缓冲设备对应的设备文件为/dev/fb*,linux最多支持32个帧缓冲设备,分别为/dev/fb0到/dev/fb31,而/dev/fb是当前默认的帧缓冲设备,通常指向/dev/fb0;

2、操作LCD的逻辑流程分析

(1)使用open函数打开LCD设备的设备节点文件;
(2)调用ioctl函数获取LCD设备的信息;
(3)调用mmap函数,映射帧缓冲区到用户空间;
(4)将要显示的内容写入到帧缓冲区;

3、应用操作LCD设备的源码

#include <stdio.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <linux/fb.h>
#include <sys/ioctl.h>
#include <sys/mman.h>

// 设备节点
#define FBDEVICE	"/dev/fb0"

//屏幕的实际分辨率
#define WIDTH		1024	
#define HEIGHT		600

#define WHITE		0xffffffff			// test ok

// 设置屏幕背景色
void draw_back(unsigned int width, unsigned int height, unsigned int color);

// 全局变量
unsigned int *pfb = NULL;

int main(void)
{
	int fd = -1, ret = -1;
	
	struct fb_fix_screeninfo finfo = {0};
	struct fb_var_screeninfo vinfo = {0};
	
	// 第1步:打开设备
	fd = open(FBDEVICE, O_RDWR);

	// 第2步:获取设备的硬件信息
	ret = ioctl(fd, FBIOGET_FSCREENINFO, &finfo);

	printf("smem_start = 0x%x, smem_len = %u.\n", finfo.smem_start, finfo.smem_len);
	
	ret = ioctl(fd, FBIOGET_VSCREENINFO, &vinfo);

	printf("xres = %u, yres = %u.\n", vinfo.xres, vinfo.yres);
	printf("xres_virtual = %u, yres_virtual = %u.\n", vinfo.xres_virtual, vinfo.yres_virtual);
	printf("bpp = %u.\n", vinfo.bits_per_pixel);

	// 第3步:进行mmap
	unsigned long len = vinfo.xres_virtual * vinfo.yres_virtual * vinfo.bits_per_pixel / 8;
	printf("len = %ld\n", len);
	pfb = mmap(NULL, len, PROT_READ | PROT_WRITE, MAP_SHARED, fd, 0);
	if (NULL == pfb)
	{
		perror("mmap");
		return -1;
	}
	printf("pfb = %p.\n", pfb);
	
	//往帧缓冲区写数据
	draw_back(WIDTH, HEIGHT, WHITE);
	
	close(fd);
	
	return 0;
}

void draw_back(unsigned int width, unsigned int height, unsigned int color)
{
	unsigned int x, y;
	
	for (y=0; y<height; y++)
	{
		for (x=0; x<width; x++)
		{
			*(pfb + y * WIDTH + x) = color;
		}
	}}

ioctl函数中的命令在linux/fb.h文件中定义,支持多个命令,想了解更多命令的去查询这个文件;

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论
#include //包含头文件 #include //包含固有函数 #define uint unsigned int //定义一下方便使用 #define uchar unsigned char //定义一下方便使用 #define DATA P0 //LCD12864数据线 sbit RS=P2^2; // 数据\指令 D、I 选择 sbit RW=P2^1; // 读\写 选择 R、W sbit EN=P2^0; // 读\写使能 sbit cs1=P2^4; // 片选1 sbit cs2=P2^3; // 片选2 /********************************/ /* 定义图形字库 */ uchar code Hzk[]={ //左屏幕第1页 0xFF,0xFF,0xFF,0xFF,0x7F,0xBF,0x3F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF, 0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF, 0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF, 0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF,0x1F,0xBF, //左屏幕第2页 0xFF,0xFF,0xFF,0xAB,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA, 0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA, 0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA, 0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA, //左屏幕第3页 0xFF,0xFF,0xFF,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0xE0,0xEA,0xE0,0xEA, 0xE0,0xEA,0xE0,0xEA,0xE0,0xEA,0xC0,0xAA,0x00,0xAA,0xE0,0xEA,0xE0,0xEA,0xE0,0xEA, 0xE0,0xEA,0xE0,0xEA,0xE0,0xEA,0x80,0xAA,0x00,0xAA,0x00,0xAA,0xC0,0xEA,0xE0,0xEA, 0xE0,0xEA,0xE0,0xEA,0xC0,0xEA,0x80,0xAA,0x00,0xAA,0xE0,0xEA,0xE0,0xEA,0xE0,0xEA, //左屏幕第4页 0xFF,0xFF,0xFF,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0xFF,0xFF,0xFF,0xFF, 0x38,0xBA,0x38,0xBF,0x3F,0xBF,0x1F,0xAF,0x00,0xAA,0xFF,0xFF,0xFF,0xFF,0xFF,0xBA, 0x78,0xFA,0xFD,0xFF,0xDF,0xBF,0x0F,0xAA,0x00,0xFE,0xFF,0xFF,0xFF,0xFF,0x01,0xAA, 0x00,0xAA,0x01,0xEF,0xFF,0xFF,0xFF,0xFE,0x00,0xAA,0x00,0xAA,0x00,0xAA,0xFF,0xFF, //左屏幕第5页 0xFF,0xFF,0xFF,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x0F,0xAF,0x0F,0xAF, 0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x00,0xAA,0x0F,0xAF,0x0F,0xAF,0x0F,0xAA, 0x00,0xAA,0x03,0xAF,0x0F,0xAF,0x0F,0xAE,0x00,0xAA,0x01,0xAB,0x07,0xAF,0x0F,0xAE, 0x0E,0xAE,0x0F,0xAF,0x07,0xAF,0x03,0xAA,0x00,0xAA,0x00,0xAA,0
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

正在起飞的蜗牛

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值