Ecosyste.ms: Awesome

An open API service indexing awesome lists of open source software.

Awesome Lists | Featured Topics | Projects

https://github.com/xuneo/luavgl

lua + lvgl = luavgl An optimized lvgl Lua binding
https://github.com/xuneo/luavgl

binding embbeded gui littlevgl lua luavgl lvgl nuttx

Last synced: 2 days ago
JSON representation

lua + lvgl = luavgl An optimized lvgl Lua binding

Awesome Lists containing this project

README

        

# lvgl-lua-binding
lua + lvgl = luavgl

**luavgl is currently under development.**

A flappy bird game is ready for showoff.

The simulator is built with cmake and has been tested on ubuntu and mac, but not on windows. If you need to build under windows please xmake, which has also been tested under ubuntu.



## Introduction

`luavgl` is a wrapper around lvgl **core** functions and **widgets** with class inherence in mind, which is lvgl trying to do in `C`. Lua makes widgets inherence happens smoothly.

`luavgl` does not support APIs for low level hardware initialization, lvgl setup etc. Those initialization must be done before executing lua scripts.

`luavgl` mainly targets for embedded device, a simulator has been provided for preview and tested on Ubuntu/macOS.

```lua
local root = lvgl.Object()
root:set { w = lvgl.HOR_RES(), h = lvgl.VER_RES() }

-- flex layout and align
root:set {
flex = {
flex_direction = "row",
flex_wrap = "wrap",
justify_content = "center",
align_items = "center",
align_content = "center",
},
w = 300,
h = 75,
align = lvgl.ALIGN.CENTER
}

-- create obj on root
local obj = root:Object()

-- create image on root and set position/img src/etc. properties.
local img = root:Image {
src = "res/image.png",
x = 0,
y = 0,
bg_color = "#112233" -- #RRGGBB, 0xRRGGBB or "#RGB"
pad_all = 0
}

-- change image properties.

img:set {
src = "/assets/lvgl-logo.png",
align = lvgl.ALIGN.CENTER,
}

-- create animation on object
img:Anim {
run = true,
start_value = 0,
end_value = 3600,
duration = 2000,
repeat_count = 2,
path = "bounce",
exec_cb = function(obj, value)
obj:set {
angle = value
}
end
}

-- create Label on root and set its font
local label = root:Label {
text = string.format("Hello %03d", 123),
text_font = lvgl.Font("montserrat", 24, "normal"),
-- or builtin font:
-- text_font = lvgl.BUILTIN_FONT.MONTSERRAT_22,
align = {
type = lvgl.ALIGN.CENTER,
x_ofs = 0,
y_ofs = 100,
}
}

```

### Embedded device

For embedded device, lvgl environment must setup before using `luavgl`. Once `lvgl` and `lua interpreter` are up and running, add the `luavgl.c` to sources for compiling. And make sure `luaopen_lvgl` is added to global lib. Below is example from `simulator/main.c` shows this exact method.

```c
/* add `lvgl` module to global package table */
luaL_requiref(L, "lvgl", luaopen_luavgl, 1);
lua_pop(L, 1);
```

### LuaJIT support

Supporting `LuaJIT` is done by adding `deps/lua-compat-5.3`.

### Developing

I personally using `vscode` plus extension [`Lua`](https://marketplace.visualstudio.com/items?itemName=sumneko.lua).

File `src/lvgl.lua` is used for linting.



### Run on RTOS nuttx

Check the ready-to-go examples [luavgl-nuttx-example](https://github.com/XuNeo/luavgl-nuttx-example)

### PC simulator

**Currently compile luavgl to `so` or `dll` is NOT available.**

`luavgl` depends on lvgl and various configurations(`lv_conf.h`), thus cannot run without a working lvgl environment.
The simulator provided in this repo can be used as example if `luavgl` is required on PC.

Make sure clone the submodules, luavgl simulator comes directly from lvgl simulator with lua added.

```bash
git clone --recursive https://github.com/XuNeo/luavgl.git

# or
git submodule update --init
```

#### Dependencies

### cmake
To run simulator on PC, make sure `lua` header is available, you may need to install below packages.

```
sudo apt install libsdl2-dev lua5.3 liblua5.3-dev
```

Both lua5.3 and lua5.4 are supported. Versions below 5.2 has not been verified but should work through `deps/lua-compat-5.3`.

### xmake
Compiling with xmake does not require you to install libsdl2 and lua yourself. xmake calls the package manager xrepo, which downloads libsdl2 and lua from github and applies them to the simulator's project.

#### Build and run

##### cmake

```bash
cmake -Bbuild -DBUILD_SIMULATOR=ON
cd build
make
make run # run simulator
```

##### xmake
```powershell
xmake b simulator
xmake r # run simulator
```
## Custom Widget

`luavgl` support custom widget, and use them in `lua` just like lvgl core widgets.
An example is provided in [`simulator/extension.c`](https://github.com/XuNeo/luavgl/blob/master/simulator/extension.c#L62)

For custom widget, it should be registered to Lua after luavgl lib loaded.