lvgl-rs/examples/button_click.rs

114 lines
3.6 KiB
Rust

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::cell::RefCell;
use std::rc::Rc;
use std::thread::sleep;
use std::time::{Duration, Instant};
fn main() -> Result<(), LvError> {
let display: SimulatorDisplay<Rgb565> =
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()?;
// Implement and register your display:
ui.disp_drv_register(display)?;
// Initial state of input
let latest_touch_status: Rc<RefCell<BufferStatus>> = Rc::new(RefCell::new(
InputData::Touch(Point::new(0, 0)).released().once(),
));
// Register the input mode
let internal = Rc::clone(&latest_touch_status);
let mut touch_screen = Pointer::new(move || {
let input_status = internal.borrow().clone();
//println!("input_status = {:?}", input_status);
input_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!("Some 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;
println!("Clicked! Inner..");
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.replace(
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.replace(InputData::Touch(point).pressed().once());
}
SimulatorEvent::Quit => break 'running,
_ => {}
}
}
sleep(Duration::from_millis(50));
ui.tick_inc(loop_started.elapsed());
loop_started = Instant::now();
}
Ok(())
}