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Graphics & rendering - Implement `binfont-module` to generate bitmap fonts on the device itself - Remove lodepng support from LVGL library and create `Modules/lodepng-module` to make the feature re-usable in non-LVGL apps too. Add binding functions for LVGL support. - Implement large icons for boot screen (Tactility and USB logos) - Remove unused asset files in `Data/` Boot - Split up `Tactility.cpp` and its `run()` function into various `Init*.cpp` files. - Re-implement `Boot.cpp` app as non-LVGL app - Boot app now has a `BootSequence.cpp` for the init code. - LVGL is now started when the Boot app finishes - Move more init logic into Boot app BLE - Don't allocate scan result buffers unless BLE is on - Allocate scan results in external memory if possible UX & UI - USB Settings app: remove border from the button container
TactilityKernel
TactilityKernel is the core component of the Tactility project, providing a hardware abstraction layer (HAL) and essential kernel services for embedded systems.
Features
- Device and Driver Model: A flexible system for managing hardware devices and their corresponding drivers.
- Peripheral Support: Standard interfaces for common peripherals:
- GPIO (General Purpose Input/Output)
- I2C (Inter-Integrated Circuit)
- I2S (Inter-IC Sound)
- SPI (Serial Peripheral Interface)
- UART (Universal Asynchronous Receiver-Transmitter)
- Concurrency Primitives: Built-in support for multi-threaded environments, including:
- Threads and Dispatchers
- Mutexes and Recursive Mutexes
- Event Groups
- Timers
- Module System: Support for loadable modules that can export symbols and provide runtime-extensible functionality.
- Device Tree Integration: Utilizes a devicetree-like system for hardware configuration and initialization.
- Cross-Platform: Designed to run on both embedded platforms (such as ESP32) and desktop environments (Linux) for simulation and testing.