Ken Van Hoeylandt 7ea8c346b0
Various improvements (#673)
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
2026-10-04 18:09:21 +02:00

38 lines
1.2 KiB
C

// SPDX-License-Identifier: Apache-2.0
#include <lodepng/lodepng.h>
#include <lodepng/module.h>
static const struct ModuleSymbol SYMBOLS[] = {
// decode
DEFINE_MODULE_SYMBOL(lodepng_decode_memory),
DEFINE_MODULE_SYMBOL(lodepng_decode32),
DEFINE_MODULE_SYMBOL(lodepng_decode24),
DEFINE_MODULE_SYMBOL(lodepng_decode_file),
DEFINE_MODULE_SYMBOL(lodepng_decode32_file),
DEFINE_MODULE_SYMBOL(lodepng_decode24_file),
// encode
DEFINE_MODULE_SYMBOL(lodepng_encode_memory),
DEFINE_MODULE_SYMBOL(lodepng_encode32),
DEFINE_MODULE_SYMBOL(lodepng_encode24),
DEFINE_MODULE_SYMBOL(lodepng_encode_file),
DEFINE_MODULE_SYMBOL(lodepng_encode32_file),
DEFINE_MODULE_SYMBOL(lodepng_encode24_file),
// utilities
DEFINE_MODULE_SYMBOL(lodepng_error_text),
DEFINE_MODULE_SYMBOL(lodepng_load_file),
DEFINE_MODULE_SYMBOL(lodepng_save_file),
DEFINE_MODULE_SYMBOL(lodepng_malloc),
DEFINE_MODULE_SYMBOL(lodepng_realloc),
DEFINE_MODULE_SYMBOL(lodepng_free),
MODULE_SYMBOL_TERMINATOR,
};
struct Module lodepng_module = {
.name = "lodepng",
.start = NULL,
.stop = NULL,
.drivers = NULL,
.symbols = SYMBOLS,
.internal = NULL,
};