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移植基于LVGL的2048小游戏到全志V853上

日期:2023-01-31点击:372

LVGL 开发实战

移植基于 LVGL 的 2048 小游戏

这一节将以一个已经编写好的 lvgl 小游戏 2048 描述如何将已经编写完成的 lvgl 程序移植到开发板上。

这里使用的 2048 小游戏由百问网提供,开源地址:lv_lib_100ask

准备脚手架

在这之前,我们先准备基础的 LVGL 脚手架。可以直接从 lv_g2d_test 里复制过来进行修改即可。

首先我们复制源码,在 platform/thirdparty/gui/lvgl-8 源码文件夹里,把 红箭头 所指的 lv_g2d_test 的源码作为模板复制到黄箭头指向的 lv_2048 文件夹里。

如下图所示,并清理下 res 资源文件夹,

2022-07-18-13-53-08-1658123584(1).png

同样的,复制一份引索文件,找到 openwrt/package/thirdparty/gui/lvgl-8 并把 lv_g2d_test 复制一份重命名为 lv_2048 作为我们 2048 小游戏使用的引索。

2022-07-18-13-53-55-1658123630(1).png

并编辑 Makefile,修改文件名称,把 lv_g2d_test 修改为这里的 lv_2048

include $(TOPDIR)/rules.mk include $(INCLUDE_DIR)/package.mk include ../sunxifb.mk PKG_NAME:=lv_2048 PKG_VERSION:=8.1.0 PKG_RELEASE:=1 PKG_BUILD_DIR := $(BUILD_DIR)/$(PKG_NAME) SRC_CODE_DIR := $(LICHEE_PLATFORM_DIR)/thirdparty/gui/lvgl-8/$(PKG_NAME) define Package/$(PKG_NAME) SECTION:=gui SUBMENU:=Littlevgl CATEGORY:=Gui DEPENDS:=+LVGL8_USE_SUNXIFB_G2D:libuapi +LVGL8_USE_SUNXIFB_G2D:kmod-sunxi-g2d \ +LVGL8_USE_FREETYPE:libfreetype TITLE:=lvgl 2048 endef PKG_CONFIG_DEPENDS := \ CONFIG_LVGL8_USE_SUNXIFB_DOUBLE_BUFFER \ CONFIG_LVGL8_USE_SUNXIFB_CACHE \ CONFIG_LVGL8_USE_SUNXIFB_G2D \ CONFIG_LVGL8_USE_SUNXIFB_G2D_ROTATE define Package/$(PKG_NAME)/config endef define Package/$(PKG_NAME)/Default endef define Package/$(PKG_NAME)/description a lvgl 2048 v8.1.0 endef define Build/Prepare $(INSTALL_DIR) $(PKG_BUILD_DIR)/ $(CP) -r $(SRC_CODE_DIR)/src $(PKG_BUILD_DIR)/ $(CP) -r $(SRC_CODE_DIR)/../lvgl $(PKG_BUILD_DIR)/src/ $(CP) -r $(SRC_CODE_DIR)/../lv_drivers $(PKG_BUILD_DIR)/src/ endef define Build/Configure endef TARGET_CFLAGS+=-I$(PKG_BUILD_DIR)/src ifeq ($(CONFIG_LVGL8_USE_SUNXIFB_G2D),y) TARGET_CFLAGS+=-DLV_USE_SUNXIFB_G2D_FILL \ -DLV_USE_SUNXIFB_G2D_BLEND \ -DLV_USE_SUNXIFB_G2D_BLIT \ -DLV_USE_SUNXIFB_G2D_SCALE endif define Build/Compile $(MAKE) -C $(PKG_BUILD_DIR)/src\ ARCH="$(TARGET_ARCH)" \ AR="$(TARGET_AR)" \ CC="$(TARGET_CC)" \ CXX="$(TARGET_CXX)" \ CFLAGS="$(TARGET_CFLAGS)" \ LDFLAGS="$(TARGET_LDFLAGS)" \ INSTALL_PREFIX="$(PKG_INSTALL_DIR)" \ all endef define Package/$(PKG_NAME)/install $(INSTALL_DIR) $(1)/usr/bin/ $(INSTALL_DIR) $(1)/usr/share/lv_2048 $(INSTALL_BIN) $(PKG_BUILD_DIR)/src/$(PKG_NAME) $(1)/usr/bin/ endef $(eval $(call BuildPackage,$(PKG_NAME))) 

完成脚手架的搭建后,可以 make menuconfig 里查看是否出现了 lv_2048 这个选项,选中它。

2022-07-18-13-56-31-image.png

修改源码

第二步是修改源码。编辑之前复制的 main.c 文件,把不需要的 lv_g2d_test 的部分删去。保留最基础的部分。

#include "lvgl/lvgl.h" #include "lv_drivers/display/sunxifb.h" #include "lv_drivers/indev/evdev.h" #include <unistd.h> #include <pthread.h> #include <time.h> #include <sys/time.h> #include <stdlib.h> #include <stdio.h> static lv_style_t rect_style; static lv_obj_t *rect_obj; static lv_obj_t *canvas; int main(int argc, char *argv[]) { lv_disp_drv_t disp_drv; lv_disp_draw_buf_t disp_buf; lv_indev_drv_t indev_drv; uint32_t rotated = LV_DISP_ROT_NONE; lv_disp_drv_init(&disp_drv); /*LittlevGL init*/ lv_init(); /*Linux frame buffer device init*/ sunxifb_init(rotated); /*A buffer for LittlevGL to draw the screen's content*/ static uint32_t width, height; sunxifb_get_sizes(&width, &height); static lv_color_t *buf; buf = (lv_color_t*) sunxifb_alloc(width * height * sizeof(lv_color_t), "lv_2048"); if (buf == NULL) { sunxifb_exit(); printf("malloc draw buffer fail\n"); return 0; } /*Initialize a descriptor for the buffer*/ lv_disp_draw_buf_init(&disp_buf, buf, NULL, width * height); /*Initialize and register a display driver*/ disp_drv.draw_buf = &disp_buf; disp_drv.flush_cb = sunxifb_flush; disp_drv.hor_res = width; disp_drv.ver_res = height; disp_drv.rotated = rotated; disp_drv.screen_transp = 0; lv_disp_drv_register(&disp_drv); evdev_init(); lv_indev_drv_init(&indev_drv); /*Basic initialization*/ indev_drv.type = LV_INDEV_TYPE_POINTER; /*See below.*/ indev_drv.read_cb = evdev_read; /*See below.*/ /*Register the driver in LVGL and save the created input device object*/ lv_indev_t *evdev_indev = lv_indev_drv_register(&indev_drv); /*Handle LitlevGL tasks (tickless mode)*/ while (1) { lv_task_handler(); usleep(1000); } return 0; } /*Set in lv_conf.h as `LV_TICK_CUSTOM_SYS_TIME_EXPR`*/ uint32_t custom_tick_get(void) { static uint64_t start_ms = 0; if (start_ms == 0) { struct timeval tv_start; gettimeofday(&tv_start, NULL); start_ms = (tv_start.tv_sec * 1000000 + tv_start.tv_usec) / 1000; } struct timeval tv_now; gettimeofday(&tv_now, NULL); uint64_t now_ms; now_ms = (tv_now.tv_sec * 1000000 + tv_now.tv_usec) / 1000; uint32_t time_ms = now_ms - start_ms; return time_ms; } 

接下来则是对接 lv_lib_100ask  2048 小游戏,我们先下载 lv_lib_100ask 的源码,放置到 platform/thirdparty/gui/lvgl-8/lv_2048  src 文件夹里。并按照 lv_lib_100ask 的说明,复制一份 lv_lib_100ask_conf_template.h  src 目录,并改名为 lv_lib_100ask_conf.h

2022-07-18-14-55-44-image.png

编辑 lv_lib_100ask_conf.h,开启整个库的引用,并配置启用 LV_USE_100ASK_2048 。为了简洁,这里删除了不需要的配置项。

/** * @file lv_lib_100ask_conf.h * Configuration file for v8.2.0 * */ /* * COPY THIS FILE AS lv_lib_100ask_conf.h */ /* clang-format off */ #if 1 /*Set it to "1" to enable the content*/  #ifndef LV_LIB_100ASK_CONF_H #define LV_LIB_100ASK_CONF_H #include "lv_conf.h" /******************* * GENERAL SETTING *******************/ /********************* * USAGE ********************* /*2048 game*/ #define LV_USE_100ASK_2048 1 #if LV_USE_100ASK_2048 /* Matrix size*/ /*Do not modify*/ #define LV_100ASK_2048_MATRIX_SIZE 4 /*test*/ #define LV_100ASK_2048_SIMPLE_TEST 1 #endif  #endif /*LV_LIB_100ASK_H*/ #endif /*End of "Content enable"*/ 

再编辑 platform/thirdparty/gui/lvgl-8/lv_2048/src/lv_lib_100ask/lv_lib_100ask.h 中的版本号,修改为 (8,1,0)

2022-07-18-15-13-39-image.png

之后在 main.c 里修改,对接 lv_100ask_2048_simple_test,具体如下。

(1)头文件加入 lv_lib_100ask/lv_lib_100ask.h

#include <lv_lib_100ask/lv_lib_100ask.h> 

(2)在 main 函数里添加接口调用

lv_100ask_2048_simple_test(); 

完整的 main.c 如下

#include <unistd.h> #include <pthread.h> #include <time.h> #include <sys/time.h> #include <stdlib.h> #include <stdio.h> #include "lvgl/lvgl.h" #include "lv_drivers/display/sunxifb.h" #include "lv_drivers/indev/evdev.h" #include "lv_lib_100ask/lv_lib_100ask.h" // 引用头文件 static lv_style_t rect_style; static lv_obj_t *rect_obj; static lv_obj_t *canvas; int main(int argc, char *argv[]) { lv_disp_drv_t disp_drv; lv_disp_draw_buf_t disp_buf; lv_indev_drv_t indev_drv; uint32_t rotated = LV_DISP_ROT_NONE; lv_disp_drv_init(&disp_drv); /*LittlevGL init*/ lv_init(); /*Linux frame buffer device init*/ sunxifb_init(rotated); /*A buffer for LittlevGL to draw the screen's content*/ static uint32_t width, height; sunxifb_get_sizes(&width, &height); static lv_color_t *buf; buf = (lv_color_t*) sunxifb_alloc(width * height * sizeof(lv_color_t), "lv_nes"); if (buf == NULL) { sunxifb_exit(); printf("malloc draw buffer fail\n"); return 0; } /*Initialize a descriptor for the buffer*/ lv_disp_draw_buf_init(&disp_buf, buf, NULL, width * height); /*Initialize and register a display driver*/ disp_drv.draw_buf = &disp_buf; disp_drv.flush_cb = sunxifb_flush; disp_drv.hor_res = width; disp_drv.ver_res = height; disp_drv.rotated = rotated; disp_drv.screen_transp = 0; lv_disp_drv_register(&disp_drv); evdev_init(); lv_indev_drv_init(&indev_drv); /*Basic initialization*/ indev_drv.type = LV_INDEV_TYPE_POINTER; /*See below.*/ indev_drv.read_cb = evdev_read; /*See below.*/ /*Register the driver in LVGL and save the created input device object*/ lv_indev_t *evdev_indev = lv_indev_drv_register(&indev_drv); lv_100ask_2048_simple_test(); // 调用 2048 小游戏 /*Handle LitlevGL tasks (tickless mode)*/ while (1) { lv_task_handler(); usleep(1000); } return 0; } /*Set in lv_conf.h as `LV_TICK_CUSTOM_SYS_TIME_EXPR`*/ uint32_t custom_tick_get(void) { static uint64_t start_ms = 0; if (start_ms == 0) { struct timeval tv_start; gettimeofday(&tv_start, NULL); start_ms = (tv_start.tv_sec * 1000000 + tv_start.tv_usec) / 1000; } struct timeval tv_now; gettimeofday(&tv_now, NULL); uint64_t now_ms; now_ms = (tv_now.tv_sec * 1000000 + tv_now.tv_usec) / 1000; uint32_t time_ms = now_ms - start_ms; return time_ms; } 

然后就是 Makefile 修改,增加一个 lv_lib_100ask 的 SRC 引用。

include lv_lib_100ask/lv_lib_100ask.mk 

顺便也把 BIN 改为 lv_2048 ,完整的 Makefile 如下

# # Makefile # CC ?= gcc LVGL_DIR_NAME ?= lvgl LVGL_DIR ?= ${shell pwd} CFLAGS ?= -O3 -g0 -I$(LVGL_DIR)/ -Wall -Wshadow -Wundef -Wmissing-prototypes -Wno-discarded-qualifiers -Wall -Wextra -Wno-unused-function -Wno-error=strict-prototypes -Wpointer-arith -fno-strict-aliasing -Wno-error=cpp -Wuninitialized -Wmaybe-uninitialized -Wno-unused-parameter -Wno-missing-field-initializers -Wtype-limits -Wsizeof-pointer-memaccess -Wno-format-nonliteral -Wno-cast-qual -Wunreachable-code -Wno-switch-default -Wreturn-type -Wmultichar -Wformat-security -Wno-ignored-qualifiers -Wno-error=pedantic -Wno-sign-compare -Wno-error=missing-prototypes -Wdouble-promotion -Wclobbered -Wdeprecated -Wempty-body -Wtype-limits -Wshift-negative-value -Wstack-usage=2048 -Wno-unused-value -Wno-unused-parameter -Wno-missing-field-initializers -Wuninitialized -Wmaybe-uninitialized -Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers -Wtype-limits -Wsizeof-pointer-memaccess -Wno-format-nonliteral -Wpointer-arith -Wno-cast-qual -Wmissing-prototypes -Wunreachable-code -Wno-switch-default -Wreturn-type -Wmultichar -Wno-discarded-qualifiers -Wformat-security -Wno-ignored-qualifiers -Wno-sign-compare LDFLAGS ?= -lm BIN = lv_2048 #Collect the files to compile SRCDIRS = $(shell find . -maxdepth 1 -type d) MAINSRC = $(foreach dir,$(SRCDIRS),$(wildcard $(dir)/*.c)) include $(LVGL_DIR)/lvgl/lvgl.mk include $(LVGL_DIR)/lv_drivers/lv_drivers.mk include lv_lib_100ask/lv_lib_100ask.mk OBJEXT ?= .o AOBJS = $(ASRCS:.S=$(OBJEXT)) COBJS = $(CSRCS:.c=$(OBJEXT)) MAINOBJ = $(MAINSRC:.c=$(OBJEXT)) SRCS = $(ASRCS) $(CSRCS) $(MAINSRC) OBJS = $(AOBJS) $(COBJS) ## MAINOBJ -> OBJFILES all: default %.o: %.c @$(CC) $(CFLAGS) -c $< -o $@ @echo "CC $<" default: $(AOBJS) $(COBJS) $(MAINOBJ) $(CC) -o $(BIN) $(MAINOBJ) $(AOBJS) $(COBJS) $(LDFLAGS) clean:  rm -f $(BIN) $(AOBJS) $(COBJS) $(MAINOBJ) 

对接触摸

做了以上操作,可能会发现触摸没有反应,这是因为触摸绑定的 event 事件号不对,默认的绑定是 event3 而查阅启动 log 可知,开发板的触摸屏对接的是 event0

2022-07-18-15-17-48-image.png

这时需要修改绑定的 event 事件号,其配置文件在 lv_drv_conf.h 内:

2022-07-18-15-19-12-image.png

这里将 event3 改为 event0 即可

# define EVDEV_NAME "/dev/input/event0" 

当然除了这样的方法,另外也可以用命令生成软连接touchscreen,就会直接以 touchscreen 为触摸节点,方便调试:

ln -s /dev/input/eventX /dev/input/touchscreen 

测试编译

修改好了,希望单独编译这个包测试下而不编译完整的 SDK。可以这样做:

(1)确保已经 source build/envsetup.sh 并已经 lunch

(2)在任意文件夹下执行命令 mmo lv_2048 -B

 

其中 mmo 的意思是 单独编译一个 openWrt 软件包,后面的 lv_2048 是软件包名。-B 参数是先 clean 再编译,不加这个参数就是直接编译了。

测试运行

编译打包后,到开发板上使用 lv_2048 即可运行

 

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原文链接:https://my.oschina.net/u/6169614/blog/6972610
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