use cstr_core::CString; use embedded_graphics::pixelcolor::Rgb565; use embedded_graphics::prelude::*; use embedded_graphics_simulator::{ OutputSettingsBuilder, SimulatorDisplay, SimulatorEvent, Window, }; use lvgl::input_device::{BufferStatus, InputData, Pointer}; use lvgl::style::Style; use lvgl::widgets::{Btn, Label}; use lvgl::{self, Align, Color, LvError, Part, State, Widget, UI}; use std::thread::sleep; use std::time::{Duration, Instant}; fn main() -> Result<(), LvError> { let display: SimulatorDisplay = SimulatorDisplay::new(Size::new(lvgl::HOR_RES_MAX, lvgl::VER_RES_MAX)); let output_settings = OutputSettingsBuilder::new().scale(2).build(); let mut window = Window::new("Bar Example", &output_settings); let mut ui = UI::init()?; // Register your display: ui.disp_drv_register(display)?; // Define the initial state of your input let mut latest_touch_status = InputData::Touch(Point::new(0, 0)).released().once(); // Register a new input device that's capable of reading the current state of the input let mut touch_screen = Pointer::new(|| latest_touch_status); ui.indev_drv_register(&mut touch_screen)?; // Create screen and widgets let mut screen = ui.scr_act()?; let mut screen_style = Style::default(); screen_style.set_bg_color(State::DEFAULT, Color::from_rgb((0, 0, 0))); screen.add_style(Part::Main, screen_style)?; // Create the button let mut button = Btn::new(&mut screen)?; button.set_align(&mut screen, Align::InLeftMid, 30, 0)?; button.set_size(180, 80)?; let mut btn_lbl = Label::new(&mut button)?; btn_lbl.set_text(CString::new("Click me!").unwrap().as_c_str())?; let mut btn_state = false; button.on_event(|mut btn, event| { println!("Button received event: {:?}", event); if let lvgl::Event::Clicked = event { if btn_state { let nt = CString::new("Click me!").unwrap(); btn_lbl.set_text(nt.as_c_str()).unwrap(); } else { let nt = CString::new("Clicked!").unwrap(); btn_lbl.set_text(nt.as_c_str()).unwrap(); } btn_state = !btn_state; btn.toggle().unwrap(); } })?; let mut loop_started = Instant::now(); let mut latest_touch_point = Point::new(0, 0); 'running: loop { ui.task_handler(); window.update(ui.get_display_ref().unwrap()); let mut events = window.events().peekable(); if events.peek().is_none() { latest_touch_status = InputData::Touch(latest_touch_point.clone()) .released() .once(); } for event in events { match event { SimulatorEvent::MouseButtonUp { mouse_btn: _, point, } => { println!("Clicked on: {:?}", point); // Send a event to the button directly latest_touch_point = point.clone(); latest_touch_status = InputData::Touch(point).pressed().once(); } SimulatorEvent::Quit => break 'running, _ => {} } } sleep(Duration::from_millis(15)); ui.tick_inc(loop_started.elapsed()); loop_started = Instant::now(); } Ok(()) }