Everything is reproducible here: https://github.com/PierreRambaud/pokegotchi/tree/try/partitions
Posts made by GoT
-
How to use the full size of the partition with PlatformIO?
Hi everyone,
I bought a M5Core2 with Flash 16MB and PSRAM 8MB, but with PlatformIO, I'm not able to use the whole space.
I created a partition csv file (see below), but it seems not really working well# Name, Type, SubType, Offset, Size, Flags nvs, data, nvs, 0x9000, 0x5000, otadata, data, ota, 0xe000, 0x2000, app, app, ota_0, 0x10000, 0xff0000,
I always receive this kind of errors:
.platformio/packages/toolchain-xtensa-esp32/bin/../lib/gcc/xtensa-esp32-elf/8.4.0/../../../../xtensa-esp32-elf/bin/ld: .pio/build/m5stack-core2/firmware.elf section `.flash.rodata' will not fit in region `drom0_0_seg' .platformio/packages/toolchain-xtensa-esp32/bin/../lib/gcc/xtensa-esp32-elf/8.4.0/../../../../xtensa-esp32-elf/bin/ld: region `drom0_0_seg' overflowed by 247536 bytes
I really don't know what to do with that.
Without my little change, platformio returns:RAM: [ ] 1.8% (used 119212 bytes from 6553600 bytes) Flash: [== ] 20.9% (used 3485493 bytes from 16711680 bytes)
So I should have available spaces ^^'
Any idea?
-
RE: SD cart mount failed
Ok, I bypass the problem by using
SD.begin()
andSD.end()
each time I need to use SD methods -
SD cart mount failed
I'm facing a weird issue.
When I use theSD.exists
orSD.open
on different CPP files, everything works well, but when I click on the reset button, an error occurred.It's also happening when I try to save a file on the SD card twice.I have to remove and reinsert the SD card every time which is a little annoying.
What I'm trying to do is check if there is an SD card available, if yes, I can add a button to save the current game state, or I'm able to load the JSON stored on the SD card.
[ 1788][E][sd_diskio.cpp:199] sdCommand(): Card Failed! cmd: 0x00 [ 1788][E][sd_diskio.cpp:795] sdcard_mount(): f_mount failed: (3) The physical drive cannot work [ 2095][E][sd_diskio.cpp:199] sdCommand(): Card Failed! cmd: 0x00
Everything I do is public: https://github.com/PierreRambaud/pokegotchi/
I'm not sure it's the right approach as I started C/C++ one month ago.
https://github.com/PierreRambaud/pokegotchi/blob/master/src/main.cpp#L85
https://github.com/PierreRambaud/pokegotchi/blob/master/lib/Pokegotchi/Pokegotchi.cpp#L17 -
RE: How to debug backtrace under Arduino
It seems no one is using Arduino software for M5Core2 :(
-
How to debug backtrace under Arduino
Hi,
I'm a new user using an M5Core2 with the Arduino software as it's recommended in the documentation.
I'm facing an issue and I don't find any way to debug backtrace stack.
I tried with Esp Exception Decoder but I always receive this kind of exception:Guru Meditation Error: Core 1 panic'ed (LoadProhibited). Exception was unhandled. Core 1 register dump: PC : 0x400fb127 PS : 0x00060730 A0 : 0x800d1750 A1 : 0x3ffb1f30 A2 : 0xf3ef10b2 A3 : 0x00000064 A4 : 0x00000001 A5 : 0x3ffc8708 A6 : 0x3ffb8798 A7 : 0x00000018 A8 : 0x800fb14e A9 : 0x3ffb1ed0 A10 : 0x3ffb3500 A11 : 0x400fa95c A12 : 0x3ffb3524 A13 : 0x3ffb353c A14 : 0x00000001 A15 : 0x3ffc7a04 SAR : 0x0000001a EXCCAUSE: 0x0000001c EXCVADDR: 0xf3ef10d6 LBEG : 0x400f8d01 LEND : 0x400f8d14 LCOUNT : 0x00000000 ELF file SHA256: 0000000000000000 Backtrace: 0x400fb127:0x3ffb1f30 0x400d174d:0x3ffb1f50 0x400d1b9a:0x3ffb1f70 0x400d1e9d:0x3ffb1f90 0x401065bd:0x3ffb1fb0 0x4008b70a:0x3ffb1fd0
Is there a way to make these exceptions more human friendly? I don't know what to do with it, and it's funny because the ELF file is always
0000000000000000
. -
RE: How to run LVGL on M5Stack
@erich you did more than you think.
Feel free to ask when you will need it, if the M5Core2 is enough to run your program, I would be glad to help as you did -
RE: How to run LVGL on M5Stack
OMG, it works as expected! <3
If both of you have GitHub account, I'd be glad to add you as credit for the awesome help! -
RE: How to run LVGL on M5Stack
Thank you @macsbug , this is exactly what I add to edit in my lv_conf.h in order to make it works!
https://github.com/PierreRambaud/drawing-board/blob/master/drawing-board.ino#L4@erich I updated my repository, it now works, but not as expected. I've two issues:
- I'm not able to change the label text each time I press a button (the reason of the seg fault)
- I'm not able to draw on the right side like the lvgl take the wrong space, or the tft I don't know yet which one ^^'
After that, everything will be ok (at least for this first project)
As you said, a good platform for development is the key, I work with emacs for years, but I never configured it for C language.
I've Arduino software open beside, only to compile & transfer. -
RE: How to run LVGL on M5Stack
FYI, I correctly display a button, I have many things left to do next, like finding the reason why my DrawingBoard.cpp pointers are badly set, but in the end, you help me a lot!
Thanks again!For people reading this, I'll do my best to improve my GitHub repository in order to have a simple example for M5Core, explaining which parameters must be configured in lv_conf.h :)
-
RE: How to run LVGL on M5Stack
Haha, thank you, but I started learning C/C++ this Monday 👀
I'll try to investigate more about pointers /memory exceptions.
Everything I'll do will be on my GitHub in public repositories, my aim is to create a Tamagotchi for my daughter ^^' -
RE: How to run LVGL on M5Stack
I found something interesting:
rst:0xc (SW_CPU_RESET),boot:0x17 (SPI_FAST_FLASH_BOOT) configsip: 0, SPIWP:0xee clk_drv:0x00,q_drv:0x00,d_drv:0x00,cs0_drv:0x00,hd_drv:0x00,wp_drv:0x00 mode:DIO, clock div:1 load:0x3fff0018,len:4 load:0x3fff001c,len:1044 load:0x40078000,len:10124 load:0x40080400,len:5856 entry 0x400806a8 Guru Meditation Error: Core 0 panic'ed (LoadProhibited). Exception was unhandled. Core 0 register dump: PC : 0x400d864f PS : 0x00060b30 A0 : 0x800d7c45 A1 : 0x3ffe3a10 A2 : 0x00000000 A3 : 0x3ffba588 A4 : 0x00000120 A5 : 0x00003400 A6 : 0xffffffff A7 : 0x00000000 A8 : 0x3ffcfdcc A9 : 0x00000020 A10 : 0x00000000 A11 : 0x40086244 A12 : 0x00000000 A13 : 0x00000120 A14 : 0x00000001 A15 : 0x00000120 SAR : 0x00000011 EXCCAUSE: 0x0000001c EXCVADDR: 0x00000022 LBEG : 0x400888a4 LEND : 0x400888c0 LCOUNT : 0xffffffff ELF file SHA256: 0000000000000000 Backtrace: 0x400d864f:0x3ffe3a10 0x400d7c42:0x3ffe3a30 0x400f2833:0x3ffe3a50 0x400d1585:0x3ffe3a70 0x400d15fe:0x3ffe3a90 0x400d1b9d:0x3ffe3ab0 0x4010a0ef:0x3ffe3bb0 0x40082c8d:0x3ffe3bd0 0x40082eb4:0x3ffe3c20 0x40079247:0x3ffe3c40 0x400792ad:0x3ffe3c70 0x400792b8:0x3ffe3ca0 0x40079465:0x3ffe3cc0 0x400806da:0x3ffe3df0 0x40007c15:0x3ffe3eb0 0x4000073d:0x3ffe3f20 Rebooting...
I think, I've a lot of things to learn about Cpp and its ecosystem before continue ^^'
-
RE: How to run LVGL on M5Stack
@erich haha that's funny how the world is really small ^^
About the version 8, my bad, I was thinking about something else, I add an error with:
tft.pushColors(&color_p->full, w * h, true);
I had to change it to:
tft.pushColors((uint16_t*) &color_p->full, w * h, true);
here's my lv_conf.h
/** * @file lv_conf.h * Configuration file for v8.0.2 */ /* * COPY THIS FILE AS `lv_conf.h` NEXT TO the `lvgl` FOLDER */ #if 1 /*Set it to "1" to enable content*/ #ifndef LV_CONF_H #define LV_CONF_H /*clang-format off*/ #include <stdint.h> #define LV_HOR_RES_MAX 320 #define LV_VER_RES_MAX 240 /*==================== COLOR SETTINGS *====================*/ /*Color depth: 1 (1 byte per pixel), 8 (RGB332), 16 (RGB565), 32 (ARGB8888)*/ #define LV_COLOR_DEPTH 32 /*Swap the 2 bytes of RGB565 color. Useful if the display has a 8 bit interface (e.g. SPI)*/ #define LV_COLOR_16_SWAP 0 /*Enable more complex drawing routines to manage screens transparency. *Can be used if the UI is above another layer, e.g. an OSD menu or video player. *Requires `LV_COLOR_DEPTH = 32` colors and the screen's `bg_opa` should be set to non LV_OPA_COVER value*/ #define LV_COLOR_SCREEN_TRANSP 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 (32U * 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*/ #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*/ /*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 ares 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 0 #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*/ #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 #endif /*LV_DRAW_COMPLEX*/ /*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 /*Maximum buffer size to allocate for rotation. Only used if software rotation is enabled in the display driver.*/ #define LV_DISP_ROT_MAX_BUF (10*1024) /*------------- * GPU *-----------*/ /*Use STM32's DMA2D (aka Chrom Art) GPU*/ #define LV_USE_GPU_STM32_DMA2D 0 #if LV_USE_GPU_STM32_DMA2D /*Must be defined to include path of CMSIS header of target processor e.g. "stm32f769xx.h" or "stm32f429xx.h"*/ #define LV_GPU_DMA2D_CMSIS_INCLUDE #endif /*Use NXP's PXP GPU iMX RTxxx platforms*/ #define LV_USE_GPU_NXP_PXP 0 #if LV_USE_GPU_NXP_PXP /*1: Add default bare metal and FreeRTOS interrupt handling routines for PXP (lv_gpu_nxp_pxp_osa.c) * and call lv_gpu_nxp_pxp_init() automatically during lv_init(). Note that symbol SDK_OS_FREE_RTOS * has to be defined in order to use FreeRTOS OSA, otherwise bare-metal implementation is selected. *0: lv_gpu_nxp_pxp_init() has to be called manually before lv_init() */ #define LV_USE_GPU_NXP_PXP_AUTO_INIT 0 #endif /*Use NXP's VG-Lite GPU iMX RTxxx platforms*/ #define LV_USE_GPU_NXP_VG_LITE 0 /*------------- * Logging *-----------*/ /*Enable the log module*/ #define LV_USE_LOG 1 #if LV_USE_LOG /*How important log should be added: *LV_LOG_LEVEL_TRACE A lot of logs to give detailed information *LV_LOG_LEVEL_INFO Log important events *LV_LOG_LEVEL_WARN Log if something unwanted happened but didn't cause a problem *LV_LOG_LEVEL_ERROR Only critical issue, when the system may fail *LV_LOG_LEVEL_USER Only logs added by the user *LV_LOG_LEVEL_NONE Do not log anything*/ # define LV_LOG_LEVEL LV_LOG_LEVEL_WARN /*1: Print the log with 'printf'; *0: User need to register a callback with `lv_log_register_print_cb()`*/ # define LV_LOG_PRINTF 0 /*Enable/disable LV_LOG_TRACE in modules that produces a huge number of logs*/ # define LV_LOG_TRACE_MEM 1 # define LV_LOG_TRACE_TIMER 1 # define LV_LOG_TRACE_INDEV 1 # define LV_LOG_TRACE_DISP_REFR 1 # define LV_LOG_TRACE_EVENT 1 # define LV_LOG_TRACE_OBJ_CREATE 1 # define LV_LOG_TRACE_LAYOUT 1 # define LV_LOG_TRACE_ANIM 1 #endif /*LV_USE_LOG*/ /*------------- * Asserts *-----------*/ /*Enable asserts if an operation is failed or an invalid data is found. *If LV_USE_LOG is enabled an error message will be printed on failure*/ #define LV_USE_ASSERT_NULL 1 /*Check if the parameter is NULL. (Very fast, recommended)*/ #define LV_USE_ASSERT_MALLOC 1 /*Checks is the memory is successfully allocated or no. (Very fast, recommended)*/ #define LV_USE_ASSERT_STYLE 0 /*Check if the styles are properly initialized. (Very fast, recommended)*/ #define LV_USE_ASSERT_MEM_INTEGRITY 0 /*Check the integrity of `lv_mem` after critical operations. (Slow)*/ #define LV_USE_ASSERT_OBJ 0 /*Check the object's type and existence (e.g. not deleted). (Slow)*/ /*Add a custom handler when assert happens e.g. to restart the MCU*/ #define LV_ASSERT_HANDLER_INCLUDE <stdint.h> #define LV_ASSERT_HANDLER while(1); /*Halt by default*/ /*------------- * Others *-----------*/ /*1: Show CPU usage and FPS count in the right bottom corner*/ #define LV_USE_PERF_MONITOR 0 /*1: Show the used memory and the memory fragmentation in the left bottom corner * Requires LV_MEM_CUSTOM = 0*/ #define LV_USE_MEM_MONITOR 0 /*1: Draw random colored rectangles over the redrawn areas*/ #define LV_USE_REFR_DEBUG 0 /*Change the built in (v)snprintf functions*/ #define LV_SPRINTF_CUSTOM 0 #if LV_SPRINTF_CUSTOM # define LV_SPRINTF_INCLUDE <stdio.h> # define lv_snprintf snprintf # define lv_vsnprintf vsnprintf #else /*LV_SPRINTF_CUSTOM*/ # define LV_SPRINTF_USE_FLOAT 0 #endif /*LV_SPRINTF_CUSTOM*/ #define LV_USE_USER_DATA 1 /*Garbage Collector settings *Used if lvgl is binded to higher level language and the memory is managed by that language*/ #define LV_ENABLE_GC 0 #if LV_ENABLE_GC != 0 # define LV_GC_INCLUDE "gc.h" /*Include Garbage Collector related things*/ #endif /*LV_ENABLE_GC*/ /*===================== * COMPILER SETTINGS *====================*/ /*For big endian systems set to 1*/ #define LV_BIG_ENDIAN_SYSTEM 0 /*Define a custom attribute to `lv_tick_inc` function*/ #define LV_ATTRIBUTE_TICK_INC /*Define a custom attribute to `lv_timer_handler` function*/ #define LV_ATTRIBUTE_TIMER_HANDLER /*Define a custom attribute to `lv_disp_flush_ready` function*/ #define LV_ATTRIBUTE_FLUSH_READY /*Required alignment size for buffers*/ #define LV_ATTRIBUTE_MEM_ALIGN_SIZE /*Will be added where memories needs to be aligned (with -Os data might not be aligned to boundary by default). * E.g. __attribute__((aligned(4)))*/ #define LV_ATTRIBUTE_MEM_ALIGN /*Attribute to mark large constant arrays for example font's bitmaps*/ #define LV_ATTRIBUTE_LARGE_CONST /*Complier prefix for a big array declaration in RAM*/ #define LV_ATTRIBUTE_LARGE_RAM_ARRAY /*Place performance critical functions into a faster memory (e.g RAM)*/ #define LV_ATTRIBUTE_FAST_MEM /*Prefix variables that are used in GPU accelerated operations, often these need to be placed in RAM sections that are DMA accessible*/ #define LV_ATTRIBUTE_DMA /*Export integer constant to binding. This macro is used with constants in the form of LV_<CONST> that *should also appear on LVGL binding API such as Micropython.*/ #define LV_EXPORT_CONST_INT(int_value) struct _silence_gcc_warning /*The default value just prevents GCC warning*/ /*Extend the default -32k..32k coordinate range to -4M..4M by using int32_t for coordinates instead of int16_t*/ #define LV_USE_LARGE_COORD 0 /*================== * FONT USAGE *===================*/ /*Montserrat fonts with ASCII range and some symbols using bpp = 4 *https://fonts.google.com/specimen/Montserrat*/ #define LV_FONT_MONTSERRAT_8 0 #define LV_FONT_MONTSERRAT_10 0 #define LV_FONT_MONTSERRAT_12 0 #define LV_FONT_MONTSERRAT_14 1 #define LV_FONT_MONTSERRAT_16 0 #define LV_FONT_MONTSERRAT_18 0 #define LV_FONT_MONTSERRAT_20 0 #define LV_FONT_MONTSERRAT_22 0 #define LV_FONT_MONTSERRAT_24 0 #define LV_FONT_MONTSERRAT_26 0 #define LV_FONT_MONTSERRAT_28 0 #define LV_FONT_MONTSERRAT_30 0 #define LV_FONT_MONTSERRAT_32 0 #define LV_FONT_MONTSERRAT_34 0 #define LV_FONT_MONTSERRAT_36 0 #define LV_FONT_MONTSERRAT_38 0 #define LV_FONT_MONTSERRAT_40 0 #define LV_FONT_MONTSERRAT_42 0 #define LV_FONT_MONTSERRAT_44 0 #define LV_FONT_MONTSERRAT_46 0 #define LV_FONT_MONTSERRAT_48 0 /*Demonstrate special features*/ #define LV_FONT_MONTSERRAT_12_SUBPX 0 #define LV_FONT_MONTSERRAT_28_COMPRESSED 0 /*bpp = 3*/ #define LV_FONT_DEJAVU_16_PERSIAN_HEBREW 0 /*Hebrew, Arabic, Perisan letters and all their forms*/ #define LV_FONT_SIMSUN_16_CJK 0 /*1000 most common CJK radicals*/ /*Pixel perfect monospace fonts*/ #define LV_FONT_UNSCII_8 0 #define LV_FONT_UNSCII_16 0 /*Optionally declare custom fonts here. *You can use these fonts as default font too and they will be available globally. *E.g. #define LV_FONT_CUSTOM_DECLARE LV_FONT_DECLARE(my_font_1) LV_FONT_DECLARE(my_font_2)*/ #define LV_FONT_CUSTOM_DECLARE /*Always set a default font*/ #define LV_FONT_DEFAULT &lv_font_montserrat_14 /*Enable handling large font and/or fonts with a lot of characters. *The limit depends on the font size, font face and bpp. *Compiler error will be triggered if a font needs it.*/ #define LV_FONT_FMT_TXT_LARGE 0 /*Enables/disables support for compressed fonts.*/ #define LV_USE_FONT_COMPRESSED 0 /*Enable subpixel rendering*/ #define LV_USE_FONT_SUBPX 0 #if LV_USE_FONT_SUBPX /*Set the pixel order of the display. Physical order of RGB channels. Doesn't matter with "normal" fonts.*/ #define LV_FONT_SUBPX_BGR 0 /*0: RGB; 1:BGR order*/ #endif /*================= * TEXT SETTINGS *=================*/ /** * Select a character encoding for strings. * Your IDE or editor should have the same character encoding * - LV_TXT_ENC_UTF8 * - LV_TXT_ENC_ASCII */ #define LV_TXT_ENC LV_TXT_ENC_UTF8 /*Can break (wrap) texts on these chars*/ #define LV_TXT_BREAK_CHARS " ,.;:-_" /*If a word is at least this long, will break wherever "prettiest" *To disable, set to a value <= 0*/ #define LV_TXT_LINE_BREAK_LONG_LEN 0 /*Minimum number of characters in a long word to put on a line before a break. *Depends on LV_TXT_LINE_BREAK_LONG_LEN.*/ #define LV_TXT_LINE_BREAK_LONG_PRE_MIN_LEN 3 /*Minimum number of characters in a long word to put on a line after a break. *Depends on LV_TXT_LINE_BREAK_LONG_LEN.*/ #define LV_TXT_LINE_BREAK_LONG_POST_MIN_LEN 3 /*The control character to use for signalling text recoloring.*/ #define LV_TXT_COLOR_CMD "#" /*Support bidirectional texts. Allows mixing Left-to-Right and Right-to-Left texts. *The direction will be processed according to the Unicode Bidirectioanl Algorithm: *https://www.w3.org/International/articles/inline-bidi-markup/uba-basics*/ #define LV_USE_BIDI 0 #if LV_USE_BIDI /*Set the default direction. Supported values: *`LV_BASE_DIR_LTR` Left-to-Right *`LV_BASE_DIR_RTL` Right-to-Left *`LV_BASE_DIR_AUTO` detect texts base direction*/ #define LV_BIDI_BASE_DIR_DEF LV_BASE_DIR_AUTO #endif /*Enable Arabic/Persian processing *In these languages characters should be replaced with an other form based on their position in the text*/ #define LV_USE_ARABIC_PERSIAN_CHARS 0 /*================== * WIDGET USAGE *================*/ /*Documentation of the widgets: https://docs.lvgl.io/latest/en/html/widgets/index.html*/ #define LV_USE_ARC 1 #define LV_USE_ANIMIMG 1 #define LV_USE_BAR 1 #define LV_USE_BTN 1 #define LV_USE_BTNMATRIX 1 #define LV_USE_CANVAS 1 #define LV_USE_CHECKBOX 1 #define LV_USE_DROPDOWN 1 /*Requires: lv_label*/ #define LV_USE_IMG 1 /*Requires: lv_label*/ #define LV_USE_LABEL 1 #if LV_USE_LABEL # define LV_LABEL_TEXT_SELECTION 1 /*Enable selecting text of the label*/ # define LV_LABEL_LONG_TXT_HINT 1 /*Store some extra info in labels to speed up drawing of very long texts*/ #endif #define LV_USE_LINE 1 #define LV_USE_ROLLER 1 /*Requires: lv_label*/ #if LV_USE_ROLLER # define LV_ROLLER_INF_PAGES 7 /*Number of extra "pages" when the roller is infinite*/ #endif #define LV_USE_SLIDER 1 /*Requires: lv_bar*/ #define LV_USE_SWITCH 1 #define LV_USE_TEXTAREA 1 /*Requires: lv_label*/ #if LV_USE_TEXTAREA != 0 # define LV_TEXTAREA_DEF_PWD_SHOW_TIME 1500 /*ms*/ #endif #define LV_USE_TABLE 1 /*================== * EXTRA COMPONENTS *==================*/ /*----------- * Widgets *----------*/ #define LV_USE_CALENDAR 1 #if LV_USE_CALENDAR # define LV_CALENDAR_WEEK_STARTS_MONDAY 0 # if LV_CALENDAR_WEEK_STARTS_MONDAY # define LV_CALENDAR_DEFAULT_DAY_NAMES {"Mo", "Tu", "We", "Th", "Fr", "Sa", "Su"} # else # define LV_CALENDAR_DEFAULT_DAY_NAMES {"Su", "Mo", "Tu", "We", "Th", "Fr", "Sa"} # endif # define LV_CALENDAR_DEFAULT_MONTH_NAMES {"January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"} # define LV_USE_CALENDAR_HEADER_ARROW 1 # define LV_USE_CALENDAR_HEADER_DROPDOWN 1 #endif /*LV_USE_CALENDAR*/ #define LV_USE_CHART 1 #define LV_USE_COLORWHEEL 1 #define LV_USE_IMGBTN 1 #define LV_USE_KEYBOARD 1 #define LV_USE_LED 1 #define LV_USE_LIST 1 #define LV_USE_METER 1 #define LV_USE_MSGBOX 1 #define LV_USE_SPINBOX 1 #define LV_USE_SPINNER 1 #define LV_USE_TABVIEW 1 #define LV_USE_TILEVIEW 1 #define LV_USE_WIN 1 #define LV_USE_SPAN 1 #if LV_USE_SPAN /*A line text can contain maximum num of span descriptor */ # define LV_SPAN_SNIPPET_STACK_SIZE 64 #endif /*----------- * Themes *----------*/ /*A simple, impressive and very complete theme*/ #define LV_USE_THEME_DEFAULT 1 #if LV_USE_THEME_DEFAULT /*0: Light mode; 1: Dark mode*/ # define LV_THEME_DEFAULT_DARK 0 /*1: Enable grow on press*/ # define LV_THEME_DEFAULT_GROW 1 /*Default transition time in [ms]*/ # define LV_THEME_DEFAULT_TRANSITON_TIME 80 #endif /*LV_USE_THEME_DEFAULT*/ /*An very simple them that is a good starting point for a custom theme*/ #define LV_USE_THEME_BASIC 1 /*A theme designed for monochrome displays*/ #define LV_USE_THEME_MONO 1 /*----------- * Layouts *----------*/ /*A layout similar to Flexbox in CSS.*/ #define LV_USE_FLEX 1 /*A layout similar to Grid in CSS.*/ #define LV_USE_GRID 1 /*================== * EXAMPLES *==================*/ /*Enable the examples to be built with the library*/ #define LV_BUILD_EXAMPLES 1 /*--END OF LV_CONF_H--*/ #endif /*LV_CONF_H*/ #endif /*End of "Content enable"*/
I'll try to play with this configuration, thanks for helping me!
-
RE: How to run LVGL on M5Stack
It seems you're not using the latest version of lvgl (the 8)
I'm trying to make it work here: https://github.com/PierreRambaud/drawing-board
-
RE: How to run LVGL on M5Stack
I'll try to create a GitHub repository tonight in order to reproduce it easily, and help people if we can make it works :p
-
RE: How to run LVGL on M5Stack
That's what I used, but nothing's displayed.
I think there is something which is missing in lv_conf.h in order to be able to linked it to the M5 LCD display.
What I'm trying to do is to backport the UI Flow Drawing Board to C, just for fun, and also to learn more about how it works ^^#include <M5Core2.h> #include <Arduino.h> #include <lvgl.h> #include "DrawingBoard.h" #include "KeyMapping.h" int size = 5; int color = 0; lv_obj_t * drawing_label(char* title, int32_t x, int32_t y) { lv_obj_t * label = lv_label_create(lv_scr_act()); lv_label_set_recolor(label, true); lv_label_set_text(label, title); lv_obj_set_x(label, x); lv_obj_set_y(label, y); return label; } char* write_size(int32_t size) { char buf[8]; sprintf(buf, "Size: %d", size); return buf; } lv_obj_t* label0 = drawing_label("Color", 50, 220); lv_obj_t* label1 = drawing_label(write_size(size), 145, 220); lv_obj_t* label2 = drawing_label("Clear", 235, 220); int32_t get_color() { switch (color) { case 1: return TFT_GREEN; case 2: return TFT_BLUE; case 3: return TFT_RED; case 4: return TFT_YELLOW; case 5: return TFT_PINK; case 6: return TFT_CYAN; case 7: return TFT_ORANGE; default: return TFT_WHITE; } } void draw_point(int32_t x, int32_t y) { M5.Lcd.drawCircle(x, y, size, get_color()); M5.Lcd.fillCircle(x, y, size, get_color()); } void change_color() { color = color + 1; if (color >= 8) { color = 0; } lv_obj_set_style_text_color(label0, lv_color_hex(get_color()), LV_STATE_ANY); } void change_size() { size = size + 5; if (size == 20) { size = 5; } lv_label_set_text(label0, write_size(size)); } boolean is_screen_limit_reached(int32_t y) { return y >= 220 - size; } void draw_points() { if (M5.Touch.ispressed()) { TouchPoint_t coordinate = M5.Touch.getPressPoint(); if (is_screen_limit_reached(coordinate.y)) { draw_point(coordinate.x, coordinate.y); } } } void clear_board() { M5.Lcd.fillScreen(TFT_BLACK); color = 0; change_color(); size = 5; change_size(); } void DrawingBoard::loop() { M5.update(); if (KEY_LEFT.isPressed()) { change_color(); } else if (KEY_RIGHT.isPressed()) { clear_board(); } else if (KEY_CENTER.isPressed()) { change_size(); } else { draw_points(); } delay(20); }
-
RE: How to run LVGL on M5Stack
I'm interesting of basic example (display at least a label), I'm learning C, and discover lvgl which seems amazing.
I can compile without errors but when I push my code inside my core2, nothing happened 🤔