# LVGL + Berry This repo contains a full binding of LVGL to the Berry language. This project is similar to the Micropython+lvgl project in its spirit, and provides easy to use scripting for lvgl on embedded devices. It is used by the Tasmota open-source project for ESP32 based devices. **Supported version**: LVGL 8.2.0 ## Why use LVGL + Berry LVGL + Berry mapping provides an easy-to-use programming language on top of LVGL powerful APIs. This is ideal for rapid scripting as well as production applications. The Berry mapping comes from the open-source [Tasmota](https://tasmota.github.io/docs/) project for ESP32 based devices, and leverages a vivid ecosystem. ![lvgl_info](https://user-images.githubusercontent.com/49731213/153846806-2571f872-f85f-4f31-becb-b6bebc10a324.png) Quickstart with this short tutorial [LVGL in less than 10 minutes with Tasmota](https://tasmota.github.io/docs/LVGL_in_10_minutes/). [Berry](https://github.com/berry-lang/berry) is an ultra-lightweight dynamically typed embedded scripting language. It is designed for lower-performance embedded devices. The interpreter of Berry includes a one-pass compiler and register-based VM, all the code is written in ANSI C99. Berry offers a syntax very similar to Python, and is inspired from LUA VM. ## Quickstart Let's start with a simple example: ``` #- start LVGL and init environment (can be called multiple times) -# lv.start() hres = lv.get_hor_res() # horizontal resolution of default display vres = lv.get_ver_res() # vertical resolution of default display scr = lv.scr_act() # default screen object #- Background with a gradient from black #000000 (bottom) to dark blue #0000A0 (top) -# scr.set_style_bg_color(lv.color(0x0000A0), lv.PART_MAIN | lv.STATE_DEFAULT) scr.set_style_bg_grad_color(lv.color(0x000000), lv.PART_MAIN | lv.STATE_DEFAULT) scr.set_style_bg_grad_dir(lv.GRAD_DIR_VER, lv.PART_MAIN | lv.STATE_DEFAULT) ``` Let's add a label: ``` t = lv.label(scr) t.set_style_text_color(lv.color(0xFFFFFF), lv.PART_MAIN | lv.STATE_DEFAULT) t.set_text("Hello LVGL + Berry!") t.set_align(lv.ALIGN_TOP_MID) ``` Let's add a style for buttons: ``` #- create a style for the buttons -# btn_style = lv.style() btn_style.set_radius(10) # radius of rounded corners btn_style.set_bg_opa(lv.OPA_COVER) # 100% background opacity btn_style.set_bg_color(lv.color(0x1fa3ec)) # background color #1FA3EC (Tasmota Blue) btn_style.set_border_color(lv.color(0x0000FF)) # border color #0000FF btn_style.set_text_color(lv.color(0xFFFFFF)) # text color white #FFFFFF ``` Let's add a single button with using a symbol: ``` home_btn = lv.btn(scr) # center button home_btn.set_size(80, 30) home_btn.add_style(btn_style, lv.PART_MAIN | lv.STATE_DEFAULT) home_btn.set_align(lv.ALIGN_BOTTOM_MID) home_label = lv.label(home_btn) home_label.set_text(lv.SYMBOL_HOME) # set text as Home icon home_label.center() ``` Let's now add a colorwheel widget: ``` colw = lv.colorwheel(scr, false) colw.set_size(100, 100) colw.set_pos(20,30) ``` ![LVGL_Berry](https://user-images.githubusercontent.com/49731213/153846625-52855e95-b1a2-4a68-a495-1759f490794e.png) As a general rule: - calls to general APIs are mapped to module `lv`. E.g. `lv_get_hor_res()` translates to - enums are also mapped to module `lv` - widgets constructors are classes in module `lv` - calls to widgets are object methods (skip the first argument which is implicit) C call|Berry call :---|:--- `lv_get_hor_res()`|`lv.get_hor_res()` `LV_ALIGN_BOTTOM_MID`|`lv.ALIGN_BOTTOM_MID` `lv_colorwheel_create(scr, false)`|`lv.colorwheel(scr, false)` or `lv.lv_colorwheel(scr, false)` `lv_obj_set_size(colw, 100, 100)`|`colw.set_size(100, 100)` ## Supported features lv_berry provides an object-oriented interface for LVGL, and covers over 99% of LVGL's APIs, noticeably: - access to almost all LVGL APIs (over 1000+ calls) - automatic type checking and type conversion based on `C` headers - access to all `C` ENUMs constants (500+) - full support for C callbacks in Berry - full support for LVGL internal memory structures - ability to create pure Berry custom widgets and custom classes - supports only 16 bits display (swapped or not) What is currently not supported (but could be if there is demand): - multi-screen devices (no support in Tasmota anyways) - bidirectional text support - LVGL tasks (Berry has its own task system) - non-16 bits display ## Type system ### Widgets classes Although LVGL is C code and is not formally object oriented, LVGL widget follow an inheritance model. Each widget is a virtual subclass of `lv_obj` structure. Berry builds an actual Object Oriented class system, with a base class `lv_obj` and subclasses. The class names supported are defined in `convert.py` and are currently standard widgets: ``` 'lv_arc', 'lv_bar', 'lv_btn', 'lv_btnmatrix', 'lv_canvas', 'lv_checkbox', 'lv_dropdown', 'lv_img', 'lv_label', 'lv_line', 'lv_roller', 'lv_slider', 'lv_switch', 'lv_table', 'lv_textarea' ``` And extra widgets: ``` 'lv_chart', 'lv_colorwheel', 'lv_imgbtn', 'lv_led', 'lv_meter', 'lv_msgbox', 'lv_spinbox', 'lv_spinner' ``` Additional 'special' classes are (they do not inherit from `lv_obj`): ``` 'lv_obj', 'lv_group', 'lv_style', 'lv_indev', 'lv_disp' ``` ### Colors An exception for LVGL colors, they are defined as 32 bits RGB values as follows, and not based on their C representation: ```C COLOR_WHITE=0xFFFFFF COLOR_SILVER=0xC0C0C0 COLOR_GRAY=0x808080 COLOR_BLACK=0x000000 COLOR_RED=0xFF0000 COLOR_MAROON=0x800000 COLOR_YELLOW=0xFFFF00 COLOR_OLIVE=0x808000 COLOR_LIME=0x00FF00 COLOR_GREEN=0x008000 COLOR_CYAN=0x00FFFF COLOR_AQUA=0x00FFFF COLOR_TEAL=0x008080 COLOR_BLUE=0x0000FF COLOR_NAVY=0x000080 COLOR_MAGENTA=0xFF00FF COLOR_PURPLE=0x800080 ``` Example: `lv.COLOR_RED` `lv_color` is a simple class that maps RGB 32 bits colors (as 32 bits int) to the internal representation of colors (usually 16 bits). Don't be surprised that getting back a value is the 16 bits color converted to 32 bits - rounding errors may occur: ``` [Berry Console] > c = lv_color(0x808080) > c lv_color(0xff838183 - native:0x1084) ``` Note: - 0xff838183 - is the 32 bits color, with alpha channel (opaque) - 0x1084 - is the native internal representation as 16 bits color with swapped bytes ## Build system More details about the mapping are provided in [Tasmota LVGL Internals](https://tasmota.github.io/docs/LVGL_Internals/) `lv_berry` uses a semi-automated parsing of lvgl's `C` headers to generate the Berry mapping. The process is automated, but may require small parser adjustments with new versions. This module relies on [berry_mapping](https://github.com/berry-lang/berry_mapping) module to automate the mapping of C functions. **Phase 1: Parse LVGL source** This first phase parses most C headers from the LVGL source tree and generates two files: - `mapping/lv_enum.h` containing all the `enum` values from LVGL (constants) - `mapping/lv_funcs.h` containing all the functions of the LVGL API normalized to 1 function per line, and with cleaned argument signature. ``` (`cd` in folder tools) ❯ python3 preprocessor.py (no output) ``` **Phase 2: Generate automatic Berry mapping** From the two files created in the previous step, all the requires C files are created for the Berry mapping. ``` (`cd`in folder tools) > python3 convert.py | callback types['lv_group_focus_cb', 'lv_event_cb', 'lv_constructor_cb', 'lv_layout_update_cb', 'lv_obj_tree_walk_cb', 'lv_theme_apply_cb', 'lv_color_filter_cb', 'lv_anim_path_cb'] ``` The output should look as above, and indicates the C function that have been ignored (if any) if their return type is listed above. It also lists the callback types supported. **Phase 3: Generate the Berry pre-compiled stubs** This phase is specific to Berry pre-compiled modules and classes. ``` (berry) > python3 tools/coc/coc -o generate src default ../berry_mapping/src ../lv_berry/src ../lv_berry/generate -c default/berry_conf.h (no output) ``` **Phase 4: compile Tasmota using platform.io as usual** ## Future projects There is an on-going project to provide [OpenHASP](https://openhasp.haswitchplate.com/) emulation using LVGL+Berry. This will provide a super-easy to use JSON graphical description of UI interfaces, with no or very low knowledge of LVGL APIs. Stay tuned!