一,前言
关于GUI我当前最关注的就是在它的设计中它是如何还原图层的。GUI库lvgl应用及分析--Apple的学习笔记昨天我已经抛出了这个问题,那么今天我看下源码找到线索。
二,制作图层还原的应用
button被下拉窗体覆盖后,等下拉窗口退出后,button会还原。
三,源码分析
通过调试发现
关于还原图层的重点
lv_obj_del->lv_obj_invalidate->void lv_obj_invalidate_area
void lv_obj_invalidate_area(const lv_obj_t * obj, const lv_area_t * area)
{
LV_ASSERT_OBJ(obj, MY_CLASS);
lv_area_t area_tmp;
lv_area_copy(&area_tmp, area);
bool visible = lv_obj_area_is_visible(obj, &area_tmp);
if(visible) _lv_inv_area(lv_obj_get_disp(obj), &area_tmp);
}
lv_obj_area_is_visible获取父类是否要绘制。因为top层的子类删除了。要还原底层图层的话,就要绘制的。
/*Truncate recursively to the parents*/
lv_obj_t * par = lv_obj_get_parent(obj);
while(par != NULL) {
is_common = _lv_area_intersect(area, area, &par->coords);
if(is_common == false) return false; /*If no common parts with parent break;*/
if(lv_obj_has_flag(par, LV_OBJ_FLAG_HIDDEN)) return false; /*If the parent is hidden then the child is hidden and won't be drawn*/
par = lv_obj_get_parent(par);
}
_lv_inv_area函数中,通过注释可以看出,它会进行保存Save the area。有了area也就可以按父类对象的属性信息重绘,说明它不是保存在某个缓存中,而是把对象属性和对象区域进行保存,然后按这些信息重绘区域中的对象。guilite它是将内容保存到内存中,这个设计有点区别。但是我觉得这样才是面向对象的设计,这个以对象对单位的设计更好。_lv_inv_area函数中,通过注释可以看出,它会进行保存Save the area。
/*If there were at least 1 invalid area in true double buffered mode, redraw the whole screen*/
if(lv_disp_is_true_double_buf(disp)) {
disp->inv_areas[0] = scr_area;
disp->inv_p = 1;
lv_timer_pause(disp->refr_timer, false);
return;
}
if(disp->driver->rounder_cb) disp->driver->rounder_cb(disp->driver, &com_area);
/*Save only if this area is not in one of the saved areas*/
uint16_t i;
for(i = 0; i < disp->inv_p; i++) {
if(_lv_area_is_in(&com_area, &disp->inv_areas[i], 0) != false) return;
}
/*Save the area*/
if(disp->inv_p < LV_INV_BUF_SIZE) {
lv_area_copy(&disp->inv_areas[disp->inv_p], &com_area);
}
else { /*If no place for the area add the screen*/
disp->inv_p = 0;
lv_area_copy(&disp->inv_areas[disp->inv_p], &scr_area);
}
disp->inv_p++;
关于绘图图层的重要内容
typedef struct {
void * buf1; /**< First display buffer.*/
void * buf2; /**< Second display buffer.*/
/*Internal, used by the library*/
void * buf_act;
uint32_t size; /*In pixel count*/
lv_area_t area;
/*1: flushing is in progress. (It can't be a bit field because when it's cleared from IRQ Read-Modify-Write issue might occur)*/
volatile int flushing;
/*1: It was the last chunk to flush. (It can't be a bit field because when it's cleared from IRQ Read-Modify-Write issue might occur)*/
volatile int flushing_last;
volatile uint32_t last_area : 1; /*1: the last area is being rendered*/
volatile uint32_t last_part : 1; /*1: the last part of the current area is being rendered*/
} lv_disp_draw_buf_t;
先了解下结构体成员
一个是绘制的area,一个是绘制area中最后一个部分。
area绘制对应函数lv_refr_areas,part绘制对应函数lv_refr_area。
lv_refr_obj_and_children函数就体现了一个个obj绘制,从底层开始绘制,一直绘制到顶层。
v_refr_obj_and_children函数就体现了一个个obj绘制,从底层开始绘制,一直绘制到顶层。因为顶层为NULL。
par = lv_obj_get_parent(top_p);
while(par != NULL) {
bool go = false;
uint32_t i;
for(i = 0; i < lv_obj_get_child_cnt(par); i++) {
lv_obj_t * child = lv_obj_get_child(par, i);
if(!go) {
if(child == border_p) go = true;
} else {
/*Refresh the objects*/
lv_refr_obj(child, mask_p);
}
}
/*Call the post draw draw function of the parents of the to object*/
lv_event_send(par, LV_EVENT_DRAW_POST_BEGIN, (void*)mask_p);
lv_event_send(par, LV_EVENT_DRAW_POST, (void*)mask_p);
lv_event_send(par, LV_EVENT_DRAW_POST_END, (void*)mask_p);
/*The new border will be the last parents,
*so the 'younger' brothers of parent will be refreshed*/
border_p = par;
/*Go a level deeper*/
par = lv_obj_get_parent(par);
}
而绘制内容的地方在回调函数 base->event_cb(obj, e)即lv_obj_draw
else if(e == LV_EVENT_DRAW_MAIN) {
const lv_area_t * clip_area = lv_event_get_param();
lv_draw_rect_dsc_t draw_dsc;
lv_draw_rect_dsc_init(&draw_dsc);
/*If the border is drawn later disable loading its properties*/
if(lv_obj_get_style_border_post(obj, LV_PART_MAIN)) {
draw_dsc.border_post = 1;
}
lv_obj_init_draw_rect_dsc(obj, LV_PART_MAIN, &draw_dsc);
lv_coord_t w = lv_obj_get_style_transform_width(obj, LV_PART_MAIN);
lv_coord_t h = lv_obj_get_style_transform_height(obj, LV_PART_MAIN);
lv_area_t coords;
lv_area_copy(&coords, &obj->coords);
coords.x1 -= w;
coords.x2 += w;
coords.y1 -= h;
coords.y2 += h;
lv_draw_rect(&coords, clip_area, &draw_dsc);
draw_dsc通过lv_obj_init_draw_rect_dsc初始化,把obj的参数属性都传递给了draw_dsc。
四,小结
littlevgl就这样进行简单的入门,并且通过阅读源码探秘了一些lvgl的设计原理。将来玩单片机要用GUI的时候,可以尝试使用它咯~本轮已经了解了其基本的设计方式,目标达成,暂时先closefile了。