diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..89cc49c --- /dev/null +++ b/.gitignore @@ -0,0 +1,5 @@ +.pio +.vscode/.browse.c_cpp.db* +.vscode/c_cpp_properties.json +.vscode/launch.json +.vscode/ipch diff --git a/.vscode/extensions.json b/.vscode/extensions.json new file mode 100644 index 0000000..080e70d --- /dev/null +++ b/.vscode/extensions.json @@ -0,0 +1,10 @@ +{ + // See http://go.microsoft.com/fwlink/?LinkId=827846 + // for the documentation about the extensions.json format + "recommendations": [ + "platformio.platformio-ide" + ], + "unwantedRecommendations": [ + "ms-vscode.cpptools-extension-pack" + ] +} diff --git a/include/README b/include/README new file mode 100644 index 0000000..194dcd4 --- /dev/null +++ b/include/README @@ -0,0 +1,39 @@ + +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 diff --git a/lib/README b/lib/README new file mode 100644 index 0000000..2593a33 --- /dev/null +++ b/lib/README @@ -0,0 +1,46 @@ + +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 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 +#include + +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 diff --git a/platformio.ini b/platformio.ini new file mode 100644 index 0000000..a36532c --- /dev/null +++ b/platformio.ini @@ -0,0 +1,25 @@ +; 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] +build_cache_dir = .pio/mycache + +[env:disco_f469ni] +platform = ststm32 +board = disco_f469ni +framework = mbed +upload_protocol = stlink + +lib_deps = + mbed-st/BSP_DISCO_F469NI + mbed-st/LCD_DISCO_F469NI + mbed-st/TS_DISCO_F469NI + lvgl/lvgl + \ No newline at end of file diff --git a/src/main.cpp b/src/main.cpp new file mode 100644 index 0000000..711571b --- /dev/null +++ b/src/main.cpp @@ -0,0 +1,173 @@ +// This code was written to work for LvGL version 9.2.2 +// Read the LvGL documentation for more: +// https://docs.lvgl.io/9.2/porting/index.html +// Chris Bass - 06/11/2024 + +#include +#include +#include +#include + +LCD_DISCO_F469NI lcd; +TS_DISCO_F469NI ts; +Ticker ticker; +DigitalOut led1(LED1); +DigitalOut led2(LED2); +DigitalOut led3(LED3); +DigitalOut led4(LED4); + +void wait(int s) { + wait_us(s * 1000 * 1000); +} + +// mbed OS 6 doesnt have a wait_ms function, and ST have not updated their libraries for DISCO_F469NI, so we can do this: +void wait_ms(int ms) { + wait_us(ms * 1000); +} + +void my_flush_cb(lv_display_t * display, const lv_area_t * area, uint8_t * px_map) +{ + /* The most simple case (also the slowest) to send all rendered pixels to the + * screen one-by-one. `put_px` is just an example. It needs to be implemented by you. */ + //uint16_t * buf16 = (uint16_t *)px_map; /* Let's say it's a 16 bit (RGB565) display */ + uint32_t * buf32 = (uint32_t *)px_map; /* Let's say it's a 32 bit (XRGB8888) display */ + + int32_t x, y; + for(y = area->y1; y <= area->y2; y++) { + for(x = area->x1; x <= area->x2; x++) { + lcd.DrawPixel(x, y, *buf32); // Pixel color in ARGB mode (8-8-8-8) + buf32++; + } + } + + /* IMPORTANT!!! + * Inform LVGL that flushing is complete so buffer can be modified again. */ + lv_display_flush_ready(display); +} + +void tp_read_cb(lv_indev_t* drv, lv_indev_data_t* data) +{ + static int16_t last_x = 0; + static int16_t last_y = 0; + + TS_StateTypeDef tsState; + ts.GetState(&tsState); + if (tsState.touchDetected) + { + data->point.x = tsState.touchX[0]; + data->point.y = tsState.touchY[0]; + last_x = data->point.x; + last_y = data->point.y; + data->state = LV_INDEV_STATE_PRESSED; + } + else + { + data->point.x = last_x; + data->point.y = last_y; + data->state = LV_INDEV_STATE_RELEASED; + } +} + +static void btn_event_cb(lv_event_t* e) +{ + lv_event_code_t code = lv_event_get_code(e); + lv_obj_t* lvbutton = (lv_obj_t*)lv_event_get_target(e); + if(code == LV_EVENT_CLICKED) { + static uint8_t count = 0; + count++; + + // Get the first child of the button which is the label and change its text: + lv_obj_t * lvlabel = lv_obj_get_child(lvbutton, 0); + lv_label_set_text_fmt(lvlabel, "Button: %d", count); + + led1 = !led1; + led2 = !led2; + led3 = !led3; + led4 = !led4; + } +} + +void lv_tutorial_objects(void) +{ + lv_obj_t * label1 = lv_label_create(lv_scr_act()); // Add a label to the active screen + lv_label_set_text(label1, "Hello LVGL world!"); + lv_obj_align(label1, LV_ALIGN_CENTER, 0, 0); + + lv_obj_t * btn = lv_button_create(lv_screen_active()); // new v9: Add a button to the active screen + lv_obj_set_pos(btn, 10, 10); + lv_obj_set_size(btn, 240, 100); + lv_obj_add_event_cb(btn, btn_event_cb, LV_EVENT_CLICKED, NULL); // Assign a callback to the button + + lv_obj_t * lvlabel = lv_label_create(btn); // Add a lvlabel to the button + lv_label_set_text(lvlabel, "Button"); + lv_obj_center(lvlabel); +} + +void every1ms() +{ + lv_tick_inc(1); // https://docs.lvgl.io/9.2/porting/index.html +} + +int main() +{ + lcd.DisplayStringAt(0, LINE(5), (uint8_t *)"TOUCHSCREEN DEMO", CENTER_MODE); + wait_us(1 * 1000 * 1000); + + uint8_t status = ts.Init(lcd.GetXSize(), lcd.GetYSize()); + if (status != TS_OK) { + lcd.Clear(LCD_COLOR_RED); + lcd.SetBackColor(LCD_COLOR_RED); + lcd.SetTextColor(LCD_COLOR_WHITE); + lcd.DisplayStringAt(0, LINE(5), (uint8_t *)"TOUCHSCREEN INIT FAIL", CENTER_MODE); + } else { + lcd.Clear(LCD_COLOR_GREEN); + lcd.SetBackColor(LCD_COLOR_GREEN); + lcd.SetTextColor(LCD_COLOR_WHITE); + lcd.DisplayStringAt(0, LINE(5), (uint8_t *)"TOUCHSCREEN INIT OK", CENTER_MODE); + } + + wait_ms(1000); + lcd.SetFont(&Font12); + lcd.SetBackColor(LCD_COLOR_BLUE); + lcd.SetTextColor(LCD_COLOR_WHITE); + + // https://docs.lvgl.io/9.2/porting/index.html + lv_init(); + + // https://docs.lvgl.io/master/intro/add-lvgl-to-your-project/connecting_lvgl.html#initializing-lvgl + lv_tick_set_cb(HAL_GetTick); + + // https://docs.lvgl.io/9.2/porting/index.html + //static lv_disp_draw_buf_t disp_buf; // A static or global variable to store the buffers + const int MY_DISP_HOR_RES = 800; // The display on the STM32F469-Discovery is 800 x 480 pixels + const int MY_DISP_VER_RES = 480; + static lv_color_t buf_1[MY_DISP_HOR_RES * 10]; // Static or global buffer(s). The second buffer is optional + static lv_color_t buf_2[MY_DISP_HOR_RES * 10]; + // Initialize 'disp_buf' with the buffer(s). With only one buffer use NULL instead buf_2 + + // new v9: + lv_display_t* display1 = lv_display_create(MY_DISP_HOR_RES, MY_DISP_VER_RES); + lv_display_set_buffers(display1, buf_1, buf_2, MY_DISP_HOR_RES * 10, LV_DISPLAY_RENDER_MODE_PARTIAL); + + // new v9 set flush cb: + lv_display_set_flush_cb(display1, my_flush_cb); + + // new v9 touch: + /* Create and set up at least one display before you register any input devices. */ + lv_indev_t * indev = lv_indev_create(); /* Create input device connected to Default Display. */ + lv_indev_set_type(indev, LV_INDEV_TYPE_POINTER); /* Touch pad is a pointer-like device. */ + lv_indev_set_read_cb(indev, tp_read_cb); /* Set driver function. */ + + // call lv_tick_inc(x) every 1ms https://docs.lvgl.io/9.2/porting/index.html + ticker.attach(every1ms, 1ms); + + // setup GUI + lv_tutorial_objects(); + + while (1) + { + lv_task_handler(); // https://docs.lvgl.io/9.2/porting/index.html + ThisThread::sleep_for(5ms); + } + +} diff --git a/test/README b/test/README new file mode 100644 index 0000000..9b1e87b --- /dev/null +++ b/test/README @@ -0,0 +1,11 @@ + +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