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Quantum Painter LVGL Integration :id=lvgl

LVGL (Light and Versatile Graphics Library) is an open-source graphics library providing everything you need to create an embedded GUI for your board with easy-to-use graphical elements.

LVGL integrates with Quantum Painter's API and drivers to render to the display, the hardware supported by Quantum Painter is also supported by LVGL.

?> Keep in mind that enabling the LVGL integration has a big impact in firmware size, it is recommeded to use a supported MCU with >256 kB of flash space.

To learn more about LVGL and how to use it please take a look at their official documentation

Enabling LVGL :id=lvgl-enabling

To enable LVGL to be built into your firmware, add the following to rules.mk:

QUANTUM_PAINTER_ENABLE = yes
QUANTUM_PAINTER_DRIVERS = ......
QUANTUM_PAINTER_LVGL_INTEGRATION = yes

To configure the Quantum Painter Display Drivers please read the Quantum Painter Display Drivers section.

Quantum Painter LVGL API :id=lvgl-api

Quantum Painter LVGL Attach :id=lvgl-api-init

bool qp_lvgl_attach(painter_device_t device);

The qp_lvgl_attach function is used to set up LVGL with the supplied display, and requires an already configured display.

static painter_device_t display;
void keyboard_post_init_kb(void) {
    display = qp_make_.......;         // Create the display
    qp_init(display, QP_ROTATION_0);   // Initialise the display
    
    if (qp_lvgl_attach(display)) {     // Attach LVGL to the display
        ...Your code to draw           // Run LVGL specific code to draw
    }
}

To init. the display please read the Display Initialisation section.

!> Attaching LVGL to a display means LVGL subsequently "owns" the display. Using standard Quantum Painter drawing operations with the display after LVGL attachment will likely result in display artifacts.

Quantum Painter LVGL Detach :id=lvgl-api-init

void qp_lvgl_detach()

The qp_lvgl_detach function stops the internal LVGL ticks and releases resources related to it.

Enabling/Disabling LVGL features :id=lvgl-configuring

You can overwrite LVGL specific features in your lv_conf.h file.