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I was using LVGL (8.3.3) some time ago with Zig/WASM/PinePhone, following these great NuttX series of articles by Lup Yuen: https://lupyuen.github.io/pinephone
by whitehexagon 2y ago
I was using LVGL (8.3.3) some time ago with Zig/WASM/PinePhone, following these great NuttX series of articles by Lup Yuen:
https://lupyuen.github.io/pinephone-lvgl-zig/ https://lupyuen.github.io/pinephone-lvgl-zig/
I just recently returned to Zig, and started porting the build file (zig cc calls) to latest Zig (build.zig), but struggling to compile the C LVGL to WASM I suspect because LVGL has a few dependencies on standard C bits n bobs, and I cant find a way to reference the C header files needed.
Anyway, just to say that I found the simplicity of LVGL a breath of fresh air. When I first looked at the PinePhone I was struggling to work out how to access the Mali GPU, thinking I'd be doing UI via OpenGL ES. But seeing how well LVGL and the simple frame-buffer approach works, I abandoned that approach all together. Thanks lupyuen!
It is also nice having the UI in WASM for iterative development without the slow deploy to phone hardware.
I was also able to simply extend an LVGL widget to show a 32bit register contents for debugging my SoC work. A huge time saver.
So a big thanks to the LVGL team on the library, and especially the detailed documentation and examples.
- rollcat 2y agoThere was a thread the other day about Forth on 6051, and someone challenged Forth's utility. I think it fits the same niche: enables quick iteration, exploration, while maintaining a "just right" level of abstraction over the bare metal. If you want to build something, step 1 is always: empower the developer.