Implement posix app loading (#643)
- Added POSIX desktop support for SDK builds, application packaging, and integration testing. - Added POSIX filesystem partitions and improved application path handling. - Added simulator support for loading and running applications dynamically. - Improved simulator task stack handling and display startup reliability. - Improved simulator display scaling, resizing, high-DPI support, and pointer accuracy. - Fixed LVGL timers and input polling on POSIX. (fixes simulator with Linux on some Intel graphics platforms) - Standardized data paths across platforms. - Logging now works via separate task: this allows apps to write to log without it affecting their stdout (for apps that output text as relevant date for other apps, like the File Selection app) - Fixes for app stdio
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@@ -15,50 +15,46 @@ constexpr auto* TAG = "SdlDisplay";
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#define GET_CONFIG(device) (static_cast<const SdlDisplayConfig*>((device)->config))
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struct SdlDisplayInternal {
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bool initialized;
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bool init_failed;
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SDL_Window* window;
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SDL_Renderer* renderer;
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SDL_Texture* texture;
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};
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// Only one sdl-display device exists in the simulator; sdl_input.cpp uses this to map window
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// coordinates back to the fixed logical resolution SDL_RenderSetLogicalSize() scales to the window.
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static SdlDisplayInternal* g_display_internal = nullptr;
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SDL_Renderer* sdl_display_get_renderer(void) {
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return g_display_internal != nullptr ? g_display_internal->renderer : nullptr;
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}
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// Re-blits the already-drawn texture at the renderer's current (possibly just-resized) scale.
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// No new pixel data needed: the window resizing doesn't change what LVGL last rendered, only how
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// large it should appear, and SDL only applies that until the next SDL_RenderPresent() call.
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void sdl_display_present_now(void) {
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if (g_display_internal == nullptr) {
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return;
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}
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SDL_RenderClear(g_display_internal->renderer);
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SDL_RenderCopy(g_display_internal->renderer, g_display_internal->texture, nullptr, nullptr);
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SDL_RenderPresent(g_display_internal->renderer);
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}
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// region Driver lifecycle
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static error_t start(Device* device) {
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const auto* config = GET_CONFIG(device);
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auto* internal = static_cast<SdlDisplayInternal*>(malloc(sizeof(SdlDisplayInternal)));
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if (internal == nullptr) {
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return ERROR_OUT_OF_MEMORY;
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}
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
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LOG_E(TAG, "SDL_InitSubSystem failed: %s", SDL_GetError());
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free(internal);
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return ERROR_RESOURCE;
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}
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internal->window = SDL_CreateWindow(
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"Tactility",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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config->horizontal_resolution, config->vertical_resolution,
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SDL_WINDOW_SHOWN
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);
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internal->renderer = internal->window != nullptr
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? SDL_CreateRenderer(internal->window, -1, SDL_RENDERER_ACCELERATED)
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: nullptr;
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internal->texture = internal->renderer != nullptr
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? SDL_CreateTexture(internal->renderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING,
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config->horizontal_resolution, config->vertical_resolution)
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: nullptr;
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if (internal->window == nullptr || internal->renderer == nullptr || internal->texture == nullptr) {
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LOG_E(TAG, "Failed to create SDL window: %s", SDL_GetError());
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if (internal->texture != nullptr) SDL_DestroyTexture(internal->texture);
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if (internal->renderer != nullptr) SDL_DestroyRenderer(internal->renderer);
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if (internal->window != nullptr) SDL_DestroyWindow(internal->window);
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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free(internal);
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return ERROR_RESOURCE;
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}
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internal->initialized = false;
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internal->init_failed = false;
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internal->window = nullptr;
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internal->renderer = nullptr;
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internal->texture = nullptr;
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device_set_driver_data(device, internal);
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return ERROR_NONE;
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@@ -67,10 +63,16 @@ static error_t start(Device* device) {
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static error_t stop(Device* device) {
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auto* internal = static_cast<SdlDisplayInternal*>(device_get_driver_data(device));
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SDL_DestroyTexture(internal->texture);
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SDL_DestroyRenderer(internal->renderer);
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SDL_DestroyWindow(internal->window);
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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if (internal->initialized) {
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SDL_DestroyTexture(internal->texture);
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SDL_DestroyRenderer(internal->renderer);
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SDL_DestroyWindow(internal->window);
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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if (g_display_internal == internal) {
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g_display_internal = nullptr;
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}
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free(internal);
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device_set_driver_data(device, nullptr);
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@@ -84,18 +86,83 @@ static error_t stop(Device* device) {
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static error_t sdl_display_reset(Device*) { return ERROR_NONE; }
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static error_t sdl_display_init(Device*) { return ERROR_NONE; }
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static float sdl_display_get_dpi_scale() {
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float hdpi = 96.0f;
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if (SDL_GetDisplayDPI(0, nullptr, &hdpi, nullptr) != 0 || hdpi <= 0.0f) {
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return 1.0f;
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}
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return hdpi / 96.0f;
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}
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static bool sdl_display_lazy_init(Device* device, SdlDisplayInternal* internal) {
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const auto* config = GET_CONFIG(device);
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
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LOG_E(TAG, "SDL_InitSubSystem failed: %s", SDL_GetError());
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return false;
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}
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// Only the window's initial on-screen footprint scales here - the render/logical resolution
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// (config->horizontal_resolution/vertical_resolution, used below for the texture and
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// SDL_RenderSetLogicalSize()) is unaffected, same as any other resize the user does by hand.
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const float dpi_scale = sdl_display_get_dpi_scale();
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const int initial_width = static_cast<int>(config->horizontal_resolution * dpi_scale);
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const int initial_height = static_cast<int>(config->vertical_resolution * dpi_scale);
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internal->window = SDL_CreateWindow(
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"Tactility",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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initial_width, initial_height,
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
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);
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internal->renderer = internal->window != nullptr
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? SDL_CreateRenderer(internal->window, -1, SDL_RENDERER_ACCELERATED)
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: nullptr;
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// Lets the window be resized freely while the renderer scales/letterboxes the fixed-resolution
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// texture below to fit - LVGL keeps rendering at horizontal_resolution x vertical_resolution.
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if (internal->renderer != nullptr) {
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SDL_RenderSetLogicalSize(internal->renderer, config->horizontal_resolution, config->vertical_resolution);
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}
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internal->texture = internal->renderer != nullptr
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? SDL_CreateTexture(internal->renderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING,
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config->horizontal_resolution, config->vertical_resolution)
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: nullptr;
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if (internal->window == nullptr || internal->renderer == nullptr || internal->texture == nullptr) {
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LOG_E(TAG, "Failed to create SDL window: %s", SDL_GetError());
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if (internal->texture != nullptr) SDL_DestroyTexture(internal->texture);
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if (internal->renderer != nullptr) SDL_DestroyRenderer(internal->renderer);
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if (internal->window != nullptr) SDL_DestroyWindow(internal->window);
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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return false;
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}
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g_display_internal = internal;
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return true;
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}
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static error_t sdl_display_draw_bitmap(Device* device, int32_t x_start, int32_t y_start, int32_t x_end, int32_t y_end, const void* color_data) {
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auto* internal = static_cast<SdlDisplayInternal*>(device_get_driver_data(device));
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if (internal->init_failed) {
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return ERROR_RESOURCE;
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}
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if (!internal->initialized) {
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if (!sdl_display_lazy_init(device, internal)) {
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internal->init_failed = true;
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return ERROR_RESOURCE;
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}
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internal->initialized = true;
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}
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SDL_Rect rect = { x_start, y_start, x_end - x_start, y_end - y_start };
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// RGB565 = 2 bytes/pixel.
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if (SDL_UpdateTexture(internal->texture, &rect, color_data, (x_end - x_start) * 2) != 0) {
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return ERROR_RESOURCE;
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}
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SDL_RenderClear(internal->renderer);
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SDL_RenderCopy(internal->renderer, internal->texture, nullptr, nullptr);
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SDL_RenderPresent(internal->renderer);
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sdl_display_present_now();
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return ERROR_NONE;
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}
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