LVGL is written mainly for microcontrollers and embedded systems, however you can run the library on your PC as well without any embedded hardware. The code written on PC can be simply copied when your are using an embedded system.
This project is pre-configured for VSCode and should work work on Windows, Linux and MacOs as well. FreeRTOS is also included and can be optionally enabled to better simulate embedded system's behavior.
Clone the PC project and the related sub modules:
git clone --recursive https://github.com/lvgl/lv_port_pc_vscode
You can download SDL from https://www.libsdl.org/
Copy below in the Terminal: For Ubuntu
sudo apt-get update && sudo apt-get install -y build-essential libsdl2-dev cmake
For ArchLinux
sudo pacman -Syu && sudo pacman -S sdl2 libsdl2-devel sdl2_mixer sdl2-devel base-devel gcc make
- Be sure you have installed SDL and the build tools
- Open the project by double clicking on
simulator.code-workspace
or opening it withFile/Open Workspace from File
- Install the recommended plugins
- Click the Run and Debug page on the left, and select
Debug LVGL demo with gdb
from the drop-down on the top. Like this: - Click the Play button or hit F5 to start debugging.
VSCode does not officially provide an installation package under Arch, you need to use the AUR manager paru
to install it.
The command is as follows:
paru -S visual-studio-code-bin
Apple's default clang does not support the -fsanitize=leak
flag.
to build using the latest version of clang from homebrew, do the following:
-
brew install llvm
-
cmd+shift+p and run
Cmake: select a kit
, then[Scan for kits]
-
then cmd+shift+p and run
Cmake: select a kit
, select the version of clang you just installed from homebrew (it should sayUsing compilers C=/opt/homebrew/opt/llvm/bin/clang ...
) -
reconfigure by running cmd+shift+p
Cmake: Configure
-
build using step 4 above
To correctly configure the project, the RTOS (Real-Time Operating System) requires a significant amount of heap memory, especially when debugging an SDL (Simple DirectMedia Layer) window application. In this project, the heap memory has been experimentally set to 512 MB.
#define configTOTAL_HEAP_SIZE ( ( size_t ) ( 512 * 1024 * 1024 ) ) // 512 MB Heap
This configuration ensures that the SDL window is displayed in a timely manner. If this value is reduced, it may cause significant delays in the SDL window's appearance. If the allocated heap memory is too small, the window may fail to appear altogether. Therefore, it is crucial to allocate sufficient heap memory to ensure smooth execution and debugging experience.
To enable the rtos part of this project select in lv_conf.h #define LV_USE_OS LV_OS_NONE
to #define LV_USE_OS LV_OS_FREERTOS
Additionaly you have to enable the compilation of all FreeRTOS Files by turn on option(USE_FREERTOS "Enable FreeRTOS" OFF)
in the CMakeLists.txt file.
This project uses CMake under the hood which can be used without Visula Studio Code too. Just type these in a Terminal when you are in the project's root folder:
mkdir build
cd build
cmake ..
make -j
There are also FreeType and FFmpeg support. You can install these according to the followings:
# FreeType support
wget https://kumisystems.dl.sourceforge.net/project/freetype/freetype2/2.13.2/freetype-2.13.2.tar.xz
tar -xf freetype-2.13.2.tar.xz
cd freetype-2.13.2
make
make install
# FFmpeg support
git clone https://git.ffmpeg.org/ffmpeg.git ffmpeg
cd ffmpeg
git checkout release/6.0
./configure --disable-all --disable-autodetect --disable-podpages --disable-asm --enable-avcodec --enable-avformat --enable-decoders --enable-encoders --enable-demuxers --enable-parsers --enable-protocol='file' --enable-swscale --enable-zlib
make
sudo make install
Works with any OS like pthred, Windows, FreeRTOS, etc. It has build in support for FreeRTOS.
This project is configured for VSCode and is tested on:
- Ubuntu Linux
- Windows WSL (Ubuntu Linux)
It requires a working version of GCC, GDB and make in your path.
To allow debugging inside VSCode you will also require a GDB extension or other suitable debugger. All the requirements, build and debug settings have been pre-configured in the .workspace file.
The project can use SDL but it can be easily relaced by any other built-in LVGL dirvers.