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https://github.com/ByteWelder/Tactility.git
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* **New Features** * Added a standalone LVGL module and enabled LVGL support in the simulator for richer local UI testing. * **Refactor** * HAL and LVGL split into distinct modules; startup and device attach/detach flows reorganized for clearer lifecycle management. * Public APIs tightened with clearer nullability/documentation. * **Bug Fixes** * More consistent LVGL start/stop and device attach/detach behavior for improved stability.
45 lines
1.3 KiB
C++
45 lines
1.3 KiB
C++
#pragma once
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#include <esp_lcd_touch.h>
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#include <esp_lcd_types.h>
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#include <lvgl.h>
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#include <Tactility/hal/touch/TouchDevice.h>
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#include <Tactility/hal/touch/TouchDriver.h>
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class EspLcdTouch : public tt::hal::touch::TouchDevice {
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esp_lcd_touch_config_t config;
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esp_lcd_panel_io_handle_t _Nullable ioHandle = nullptr;
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esp_lcd_touch_handle_t _Nullable touchHandle = nullptr;
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lv_indev_t* lvglDevice = nullptr;
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std::shared_ptr<tt::hal::touch::TouchDriver> touchDriver;
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protected:
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esp_lcd_touch_handle_t _Nullable getTouchHandle() const { return touchHandle; }
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virtual bool createIoHandle(esp_lcd_panel_io_handle_t& ioHandle) = 0;
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virtual bool createTouchHandle(esp_lcd_panel_io_handle_t ioHandle, const esp_lcd_touch_config_t& configuration, esp_lcd_touch_handle_t& touchHandle) = 0;
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virtual esp_lcd_touch_config_t createEspLcdTouchConfig() = 0;
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public:
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bool start() final;
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bool stop() final;
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bool supportsLvgl() const final { return true; }
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bool startLvgl(lv_display_t* display) final;
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bool stopLvgl() final;
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lv_indev_t* getLvglIndev() final { return lvglDevice; }
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bool supportsTouchDriver() override { return true; }
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std::shared_ptr<tt::hal::touch::TouchDriver> _Nullable getTouchDriver() final;
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};
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