Align board project names with board ids (#399)
To avoid keeping track of a list that maps board project names to board ids. Because of this change, we don't have to manually edit `boards.cmake` anymore when adding a new board.
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@@ -0,0 +1,107 @@
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#include "LvglTask.h"
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#include <Tactility/Log.h>
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#include <Tactility/lvgl/LvglSync.h>
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#include <Tactility/Mutex.h>
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#include <Tactility/Thread.h>
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#include <lvgl.h>
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#define TAG "lvgl_task"
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// Mutex for LVGL drawing
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static tt::Mutex lvgl_mutex(tt::Mutex::Type::Recursive);
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static tt::Mutex task_mutex(tt::Mutex::Type::Recursive);
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static uint32_t task_max_sleep_ms = 10;
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// Mutex for LVGL task state (to modify task_running state)
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static bool task_running = false;
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lv_disp_t* displayHandle = nullptr;
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static void lvgl_task(void* arg);
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static bool task_lock(TickType_t timeout) {
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return task_mutex.lock(timeout);
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}
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static void task_unlock() {
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task_mutex.unlock();
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}
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static void task_set_running(bool running) {
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assert(task_lock(configTICK_RATE_HZ / 100));
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task_running = running;
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task_unlock();
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}
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bool lvgl_task_is_running() {
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assert(task_lock(configTICK_RATE_HZ / 100));
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bool result = task_running;
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task_unlock();
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return result;
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}
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static bool lvgl_lock(uint32_t timeoutMillis) {
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return lvgl_mutex.lock(pdMS_TO_TICKS(timeoutMillis));
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}
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static void lvgl_unlock() {
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lvgl_mutex.unlock();
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}
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void lvgl_task_interrupt() {
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tt_check(task_lock(portMAX_DELAY));
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task_set_running(false); // interrupt task with boolean as flag
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task_unlock();
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}
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void lvgl_task_start() {
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TT_LOG_I(TAG, "lvgl task starting");
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tt::lvgl::syncSet(&lvgl_lock, &lvgl_unlock);
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// Create the main app loop, like ESP-IDF
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BaseType_t task_result = xTaskCreate(
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lvgl_task,
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"lvgl",
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8192,
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nullptr,
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static_cast<UBaseType_t>(tt::Thread::Priority::High), // Should be higher than main app task
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nullptr
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);
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assert(task_result == pdTRUE);
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}
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static void lvgl_task(TT_UNUSED void* arg) {
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TT_LOG_I(TAG, "lvgl task started");
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/** Ideally. the display handle would be created during Simulator.start(),
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* but somehow that doesn't work. Waiting here from a ThreadFlag when that happens
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* also doesn't work. It seems that it must be called from this task. */
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displayHandle = lv_sdl_window_create(320, 240);
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lv_sdl_window_set_title(displayHandle, "Tactility");
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uint32_t task_delay_ms = task_max_sleep_ms;
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task_set_running(true);
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while (lvgl_task_is_running()) {
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if (lvgl_lock(10)) {
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task_delay_ms = lv_timer_handler();
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lvgl_unlock();
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}
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if ((task_delay_ms > task_max_sleep_ms) || (1 == task_delay_ms)) {
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task_delay_ms = task_max_sleep_ms;
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} else if (task_delay_ms < 1) {
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task_delay_ms = 1;
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}
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vTaskDelay(pdMS_TO_TICKS(task_delay_ms));
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}
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lv_disp_remove(displayHandle);
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displayHandle = nullptr;
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vTaskDelete(nullptr);
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}
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