LittleVgl: implement screen transitions like on PineTime

Move lvgl display init from main.cpp into LittleVgl.cpp to be closer to
InfiniTime, where display initialization is also done in LitteVgl.cpp.

Enable the original FlushDisplay code to get the screen
transition animations like on the real PineTime.

Also slow down the rendering, to actually be able to see the screen
flushing.

For the Up and Down screen transitions implement the screen movement.
When moving Down, move the the whole screen content down, and then draw
the new part of the new screen at the top of the display. Repeat until
screen transition is finished.

Fixes: https://github.com/InfiniTimeOrg/InfiniSim/issues/13
This commit is contained in:
Reinhold Gschweicher 2022-06-13 20:46:03 +02:00 committed by NeroBurner
parent 53d765bbd8
commit 04c923bd82
2 changed files with 183 additions and 111 deletions

View File

@ -863,21 +863,21 @@ static void hal_init(void)
SDL_CreateThread(tick_thread, "tick", NULL);
// use pinetime_theme
lv_theme_t* th = lv_pinetime_theme_init(
LV_COLOR_WHITE, LV_COLOR_SILVER, 0, &jetbrains_mono_bold_20, &jetbrains_mono_bold_20, &jetbrains_mono_bold_20, &jetbrains_mono_bold_20);
lv_theme_set_act(th);
//lv_theme_t* th = lv_pinetime_theme_init(
// LV_COLOR_WHITE, LV_COLOR_SILVER, 0, &jetbrains_mono_bold_20, &jetbrains_mono_bold_20, &jetbrains_mono_bold_20, &jetbrains_mono_bold_20);
//lv_theme_set_act(th);
/*Create a display buffer*/
static lv_disp_buf_t disp_buf1;
static lv_color_t buf1_1[LV_HOR_RES_MAX * 120];
lv_disp_buf_init(&disp_buf1, buf1_1, NULL, LV_HOR_RES_MAX * 120);
///*Create a display buffer*/
//static lv_disp_buf_t disp_buf1;
//static lv_color_t buf1_1[LV_HOR_RES_MAX * 120];
//lv_disp_buf_init(&disp_buf1, buf1_1, NULL, LV_HOR_RES_MAX * 120);
/*Create a display*/
lv_disp_drv_t disp_drv;
lv_disp_drv_init(&disp_drv); /*Basic initialization*/
disp_drv.buffer = &disp_buf1;
disp_drv.flush_cb = monitor_flush;
lv_disp_drv_register(&disp_drv);
///*Create a display*/
//lv_disp_drv_t disp_drv;
//lv_disp_drv_init(&disp_drv); /*Basic initialization*/
//disp_drv.buffer = &disp_buf1;
//disp_drv.flush_cb = monitor_flush;
//lv_disp_drv_register(&disp_drv);
/* Add the mouse as input device
* Use the 'mouse' driver which reads the PC's mouse*/

View File

@ -3,10 +3,16 @@
#include <FreeRTOS.h>
#include <task.h>
#include <timers.h>
////#include <projdefs.h>
#include "drivers/Cst816s.h"
#include "drivers/St7789.h"
// lv-sim monitor display driver for monitor_flush() function
#include "lv_drivers/display/monitor.h"
#include <array>
using namespace Pinetime::Components;
lv_style_t* LabelBigStyle = nullptr;
@ -37,8 +43,8 @@ LittleVgl::LittleVgl(Pinetime::Drivers::St7789& lcd, Pinetime::Drivers::Cst816S&
void LittleVgl::Init() {
// lv_init();
// InitTheme();
// InitDisplay();
InitTheme();
InitDisplay();
InitTouchpad();
}
@ -91,105 +97,171 @@ void LittleVgl::SetFullRefresh(FullRefreshDirections direction) {
fullRefresh = true;
}
// glue the lvgl code to the lv-sim monitor driver
void DrawBuffer(lv_disp_drv_t *disp_drv, uint16_t x, uint16_t y, uint16_t width, uint16_t height, uint8_t* data, size_t size) {
lv_area_t area;
area.x1 = x;
area.x2 = x+width-1;
area.y1 = y;
area.y2 = y+height-1;
lv_color_t* color_p = reinterpret_cast<lv_color_t*>(data);
monitor_flush(disp_drv, &area, color_p);
}
// copied from lv_drivers/display/monitor.c to get the SDL_Window for the InfiniTime screen
extern "C"
{
typedef struct {
SDL_Window * window;
SDL_Renderer * renderer;
SDL_Texture * texture;
volatile bool sdl_refr_qry;
#if MONITOR_DOUBLE_BUFFERED
uint32_t * tft_fb_act;
#else
uint32_t tft_fb[LV_HOR_RES_MAX * LV_VER_RES_MAX];
#endif
}monitor_t;
extern monitor_t monitor;
}
// positive height moves screen down (draw y=0 to y=height)
// negative height moves screen up (draw y=height to y=0)
void MoveScreen(lv_disp_drv_t *disp_drv, int16_t height) {
if (height == 0)
return; // nothing to do
const int sdl_width = 240;
const int sdl_height = 240;
auto renderer = monitor.renderer;
const Uint32 format = SDL_PIXELFORMAT_RGBA8888;
SDL_Surface *surface = SDL_CreateRGBSurfaceWithFormat(0, sdl_width, sdl_height, 32, format);
SDL_RenderReadPixels(renderer, NULL, format, surface->pixels, surface->pitch);
uint8_t *pixels = (uint8_t*) surface->pixels;
std::array<lv_color16_t, 240*240> color_p;
for (int hi = 0; hi < sdl_height; hi++) {
for (int wi = 0; wi < sdl_width; wi++) {
auto red = pixels[hi*surface->pitch + wi*4 + 3]; // red
auto green = pixels[hi*surface->pitch + wi*4 + 2]; // greeen
auto blue = pixels[hi*surface->pitch + wi*4 + 1]; // blue
color_p.at(hi * sdl_width + wi) = LV_COLOR_MAKE(red, green, blue);
}
}
int16_t buffer_height = sdl_height - abs(height);
if (height >= 0) {
DrawBuffer(disp_drv, 0, height, sdl_width, sdl_height, (uint8_t*)color_p.data(), sdl_width*buffer_height *2);
} else {
DrawBuffer(disp_drv, 0, 0, sdl_width, sdl_height, (uint8_t*)(&color_p.at(sdl_width*abs(height))), sdl_width*buffer_height *2);
}
}
void LittleVgl::FlushDisplay(const lv_area_t* area, lv_color_t* color_p) {
// uint16_t y1, y2, width, height = 0;
//
uint16_t y1, y2, width, height = 0;
//ulTaskNotifyTake(pdTRUE, 200);
// // Notification is still needed (even if there is a mutex on SPI) because of the DataCommand pin
// // which cannot be set/clear during a transfer.
//
// Notification is still needed (even if there is a mutex on SPI) because of the DataCommand pin
// which cannot be set/clear during a transfer.
//if ((scrollDirection == LittleVgl::FullRefreshDirections::Down) && (area->y2 == visibleNbLines - 1)) {
// writeOffset = ((writeOffset + totalNbLines) - visibleNbLines) % totalNbLines;
//} else if ((scrollDirection == FullRefreshDirections::Up) && (area->y1 == 0)) {
// writeOffset = (writeOffset + visibleNbLines) % totalNbLines;
//}
//
// y1 = (area->y1 + writeOffset) % totalNbLines;
// y2 = (area->y2 + writeOffset) % totalNbLines;
//
// width = (area->x2 - area->x1) + 1;
// height = (area->y2 - area->y1) + 1;
//
// if (scrollDirection == LittleVgl::FullRefreshDirections::Down) {
//
// if (area->y2 < visibleNbLines - 1) {
// uint16_t toScroll = 0;
// if (area->y1 == 0) {
// toScroll = height * 2;
// scrollDirection = FullRefreshDirections::None;
// lv_disp_set_direction(lv_disp_get_default(), 0);
// } else {
// toScroll = height;
// }
//
// if (scrollOffset >= toScroll)
// scrollOffset -= toScroll;
// else {
// toScroll -= scrollOffset;
// scrollOffset = (totalNbLines) -toScroll;
// }
// lcd.VerticalScrollStartAddress(scrollOffset);
// }
//
// } else if (scrollDirection == FullRefreshDirections::Up) {
//
// if (area->y1 > 0) {
// if (area->y2 == visibleNbLines - 1) {
// scrollOffset += (height * 2);
// scrollDirection = FullRefreshDirections::None;
// lv_disp_set_direction(lv_disp_get_default(), 0);
// } else {
// scrollOffset += height;
// }
// scrollOffset = scrollOffset % totalNbLines;
// lcd.VerticalScrollStartAddress(scrollOffset);
// }
// } else if (scrollDirection == FullRefreshDirections::Left or scrollDirection == FullRefreshDirections::LeftAnim) {
// if (area->x2 == visibleNbLines - 1) {
// scrollDirection = FullRefreshDirections::None;
// lv_disp_set_direction(lv_disp_get_default(), 0);
// }
// } else if (scrollDirection == FullRefreshDirections::Right or scrollDirection == FullRefreshDirections::RightAnim) {
// if (area->x1 == 0) {
// scrollDirection = FullRefreshDirections::None;
// lv_disp_set_direction(lv_disp_get_default(), 0);
// }
// }
//
// if (y2 < y1) {
// height = totalNbLines - y1;
//
// if (height > 0) {
y1 = (area->y1 + writeOffset) % totalNbLines;
y2 = (area->y2 + writeOffset) % totalNbLines;
width = (area->x2 - area->x1) + 1;
height = (area->y2 - area->y1) + 1;
if (scrollDirection == LittleVgl::FullRefreshDirections::Down) {
if (area->y2 < visibleNbLines - 1) {
uint16_t toScroll = 0;
if (area->y1 == 0) {
toScroll = height * 2;
scrollDirection = FullRefreshDirections::None;
lv_disp_set_direction(lv_disp_get_default(), 0);
} else {
toScroll = height;
}
if (scrollOffset >= toScroll)
scrollOffset -= toScroll;
else {
toScroll -= scrollOffset;
scrollOffset = (totalNbLines) -toScroll;
}
lcd.VerticalScrollStartAddress(scrollOffset);
}
// move the whole screen down and draw the new screen at the top of the display
MoveScreen(&disp_drv, static_cast<int16_t>(height));
y1 = 0;
y2 = height;
} else if (scrollDirection == FullRefreshDirections::Up) {
if (area->y1 > 0) {
if (area->y2 == visibleNbLines - 1) {
scrollOffset += (height * 2);
scrollDirection = FullRefreshDirections::None;
lv_disp_set_direction(lv_disp_get_default(), 0);
} else {
scrollOffset += height;
}
scrollOffset = scrollOffset % totalNbLines;
lcd.VerticalScrollStartAddress(scrollOffset);
}
// move the whole screen up and draw the new screen at the bottom the display
MoveScreen(&disp_drv, -static_cast<int16_t>(height));
y1 = LV_VER_RES - height;
y2 = LV_VER_RES;
} else if (scrollDirection == FullRefreshDirections::Left or scrollDirection == FullRefreshDirections::LeftAnim) {
if (area->x2 == visibleNbLines - 1) {
scrollDirection = FullRefreshDirections::None;
lv_disp_set_direction(lv_disp_get_default(), 0);
}
} else if (scrollDirection == FullRefreshDirections::Right or scrollDirection == FullRefreshDirections::RightAnim) {
if (area->x1 == 0) {
scrollDirection = FullRefreshDirections::None;
lv_disp_set_direction(lv_disp_get_default(), 0);
}
}
if (y2 < y1) {
height = totalNbLines - y1;
if (height > 0) {
//lcd.DrawBuffer(area->x1, y1, width, height, reinterpret_cast<const uint8_t*>(color_p), width * height * 2);
DrawBuffer(&disp_drv, area->x1, y1, width, height, reinterpret_cast<uint8_t*>(color_p), width * height * 2);
//ulTaskNotifyTake(pdTRUE, 100);
// }
//
// uint16_t pixOffset = width * height;
// height = y2 + 1;
}
uint16_t pixOffset = width * height;
height = y2 + 1;
//lcd.DrawBuffer(area->x1, 0, width, height, reinterpret_cast<const uint8_t*>(color_p + pixOffset), width * height * 2);
//
// } else {
DrawBuffer(&disp_drv, area->x1, 0, width, height, reinterpret_cast<uint8_t*>(color_p + pixOffset), width * height * 2);
} else {
//lcd.DrawBuffer(area->x1, y1, width, height, reinterpret_cast<const uint8_t*>(color_p), width * height * 2);
// }
//
// // IMPORTANT!!!
// // Inform the graphics library that you are ready with the flushing
DrawBuffer(&disp_drv, area->x1, y1, width, height, reinterpret_cast<uint8_t*>(color_p), width * height * 2);
}
// IMPORTANT!!!
// Inform the graphics library that you are ready with the flushing
//lv_disp_flush_ready(&disp_drv);
// call flush with flushing_last set
// workaround because lv_disp_flush_ready() doesn't seem to trigger monitor_flush
lv_disp_t *disp = lv_disp_get_default();
lv_disp_drv_t *disp_drv = &disp->driver;
lv_area_t area_trimmed = *area;
if (area->x1 < 0)
area_trimmed.x1 = 0;
if (area->x2 >= LV_HOR_RES)
area_trimmed.x2 = LV_HOR_RES-1;
if (area->y1 < 0)
area_trimmed.y1 = 0;
if (area->y2 >= LV_VER_RES)
area_trimmed.y2 = LV_VER_RES-1;
// tell flush_cb this is the last thing to flush to get the monitor refreshed
lv_disp_get_buf(disp)->flushing_last = true;
disp_drv->flush_cb(disp_drv, &area_trimmed, color_p);
lv_area_t area_zero {0,0,0,0};
monitor_flush(&disp_drv, &area_zero, color_p);
// delay drawing to mimic PineTime display rendering speed
vTaskDelay(pdMS_TO_TICKS(3));
}
void LittleVgl::SetNewTouchPoint(uint16_t x, uint16_t y, bool contact) {