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.
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.
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,
}
}
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.
/* add `lvgl` module to global package table */
luaL_requiref(L, "lvgl", luaopen_luavgl, 1);
lua_pop(L, 1);
Supporting LuaJIT
is done by adding deps/lua-compat-5.3
.
I personally using vscode
plus extension Lua
.
File src/lvgl.lua
is used for linting.
Check the ready-to-go examples luavgl-nuttx-example
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.
git clone --recursive https://github.com/XuNeo/luavgl.git
# or
git submodule update --init
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
.
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.
cmake -Bbuild -DBUILD_SIMULATOR=ON
cd build
make
make run # run simulator
xmake b simulator
xmake r # run simulator
luavgl
support custom widget, and use them in lua
just like lvgl core widgets.
An example is provided in simulator/extension.c
For custom widget, it should be registered to Lua after luavgl lib loaded.