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这个是littleVGL图形开源库的帮助文档,其中包括littleVGL的介绍,littleVGL的移植和API的使用; 这个是littleVGL图形开源库的帮助文档,其中包括littleVGL的介绍,littleVGL的移植和API的使用; 这个是littleVGL图形开源库的帮助文档,其中包括littleVGL的介绍,littleVGL的移植和API的使用;
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LittlevGL Documentation
Release 6.1.2
Gabor Kiss-Vamosi
Jun 19, 2020
CONTENTS
1 Key features 2
2 Requirements 3
3 FAQ 4
3.1 Where to get started? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
3.2 Where can I ask questions? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
3.3 Is my MCU/hardware supported? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
3.4 Is my display supported? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3.5 Is LittlevGL free? How can I use it in a commercial product? . . . . . . . . . . . . . . . . . . 5
3.6 Nothing happens, my display driver is not called. What have I missed? . . . . . . . . . . . . 5
3.7 Why the display driver is called only one? Only the upper part of the display is refreshed. . 5
3.8 Why I see only garbage on the screen? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3.9 Why I see non-sense colors on the screen? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.10 How to speed up my UI? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.11 How to reduce ash/ROM usage? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.12 How to reduce the RAM usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.13 How to work with an operating system? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.14 How to contribute to LittlevGL? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.15 How is LittlevGL versioned? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.16 Where can I nd the documentation of the previous version (v5.3)? . . . . . . . . . . . . . . 7
i
LittlevGL Documentation, Release 6.1.2
English (en) - 中文 (zh-CN) - Français (fr) - Magyar (hu) - Türk (tr)
PDF version: LittlevGL.pdf
LittlevGL is a free and open-source graphics library providing everything you need to create embedded GUI
with easy-to-use graphical elements, beautiful visual eects and low memory footprint.
Website · GitHub · Forum · Live demo · Simulator · Blog
CONTENTS 1
CHAPTER
ONE
KEY FEATURES
• Powerful building blocks such as buttons, charts, lists, sliders, images etc.
• Advanced graphics with animations, anti-aliasing, opacity, smooth scrolling
• Various input devices such as touchpad, mouse, keyboard, encoder etc.
• Multi-language support with UTF-8 encoding
• Multi-display support, i.e. use more TFT, monochrome displays simultaneously
• Fully customizable graphic elements
• Hardware independent to use with any microcontroller or display
• Scalable to operate with little memory (64 kB Flash, 16 kB RAM)
• OS, External memory and GPU supported but not required
• Single frame buer operation even with advanced graphical eects
• Written in C for maximal compatibility (C++ compatible)
• Simulator to start embedded GUI design on a PC without embedded hardware
• Tutorials, examples, themes for rapid GUI design
• Documentation is available as online and oine
• Free and open-source under MIT license
2
CHAPTER
TWO
REQUIREMENTS
• 16, 32 or 64 bit microcontroller or processor
• Greater than 16 MHz clock speed is recommended
• Flash/ROM: Greater than 64 kB size for the very essential components (greater than 180 kB is rec-
ommended)
• RAM:
– Static RAM usage: approximately 8 to 16 kB depending on the used features and objects types
– Stack: greater than 2kB (greater than 4 kB is recommended)
– Dynamic data (heap): greater than 4 KB (greater than 16 kB is recommended if using several
objects). Set by LV_MEM_SIZE in lv_conf.h
– Display buer: greater than “Horizontal resolution” pixels (greater than 10 × “Horizontal
resolution” is recommended)
• C99 or newer compiler
• Basic C (or C++) knowledge: pointers, structs, callbacks
Note that the memory usage might vary depending on the architecture, compiler and build options.
3
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