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FirmwareLVGL in Embedded DevicesIndeep Sidhu

LVGL in Embedded Devices

Firmware
By Indeep Sidhu Updated Oct 4, 2026 PDF · 343.4 KB
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What's inside

2 sections
  • LVGL
  • in Embedded Devices
  • Table of Contents
  • 1. Environment Setup
  • Step 1.1 — Tools
  • Step 1.2 — CubeMX Peripheral Configuration
  • Step 1.3 — Add LVGL to the Project
  • 2. Project Configuration (lv_conf.h)
  • 3. Display & Input Driver Integration
  • Step 3.1 — Frame Buffers
  • Step 3.2 — Register the Display Driver
  • Step 3.3 — Touch Input Driver
  • Step 3.4 — Tick Source & Main Loop
  • 4. LVGL Core Concepts
  • 5. Widgets — Step by Step
  • Label
  • Button + Event
  • Slider
  • Switch / Checkbox
  • Dropdown & Roller
  • Bar & Spinner (progress/status)
  • Table
  • Tabview (for multi-page UIs)
  • List & Menu
  • 6. Building Forms
  • Step 6.1 — Layout with Flex
  • Step 6.2 — Labeled Text Field
  • Step 6.3 — On-Screen Keyboard Binding
  • Step 6.4 — Numeric Field with Validation
  • Step 6.5 — Submit / Cancel Row
  • 7. Charts & Graphs
  • Step 7.1 — Line Chart
  • Step 7.2 — Bar Chart
  • Step 7.3 — Multiple Series & Legend
  • Step 7.4 — Cursors & Tooltips (v9)
  • 8. Real-Time Waveform Display (CRO / Oscilloscope)
  • Approach A — lv_chart in "point count" scroll mode
  • Approach B — lv_canvas for a true scope grid + trace (more control)
  • Step 8.1 — Performance Notes for CRO-style Displays
  • 9. Fonts
  • Step 9.1 — Built-in Fonts
  • Step 9.2 — Custom / Converted Fonts
  • Step 9.3 — Icon Fonts / Symbols
  • Step 9.4 — Storing Fonts in External Flash/SDRAM
  • 10. Multi-Language / Internationalization
  • Step 10.1 — UTF-8 Support
  • Step 10.2 — Translation Table Approach
  • Step 10.3 — Rebuilding UI Text on Language Switch
  • Step 10.4 — Non-Latin Scripts (CJK, Arabic, etc.)
  • Step 10.5 — Optional: gettext-style Workflow
  • 11. Animations, Fading & Transitions
  • Step 11.1 — Basic lv_anim_t Usage
  • Step 11.2 — Fading an Object In/Out
  • Step 11.3 — Style Transitions (hover/press states)
  • Step 11.4 — Screen Transitions
  • Step 11.5 — Looping / Repeating Animations (e.g., a pulsing status LED icon)
  • Step 11.6 — Chained Animations
  • Step 11.7 — Performance Note
  • 12. Building a Simple Game
  • Step 12.1 — Game Board with Canvas
  • Step 12.2 — Game State
  • Step 12.3 — Game Loop via lv_timer
  • Step 12.4 — Redraw
  • Step 12.5 — Input (buttons or swipe gestures)
  • 13. Performance Tuning on STM32H7
  • 14. Debugging Checklist
  • Suggested Project Structure
  • Where to Go Next

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