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
This commit is contained in:
Ken Van Hoeylandt
2026-08-31 22:09:04 +02:00
committed by GitHub
parent d3656bcd3d
commit 643cbc3806
66 changed files with 2139 additions and 336 deletions
+34 -4
View File
@@ -1,5 +1,6 @@
// SPDX-License-Identifier: Apache-2.0
#include "sdl_input.h"
#include "sdl_display.h"
#include <tactility/drivers/keyboard.h>
@@ -34,6 +35,23 @@ void push_key(uint32_t key) {
// all of these back to LVGL's own sentinels (CODEPOINT_ESCAPE/BACKSPACE/DELETE already equal their
// LV_KEY_* counterpart numerically, so no translation is needed for those). Printable characters
// arrive separately via SDL_TEXTINPUT.
// The window can be freely resized (see sdl_display.cpp's SDL_WINDOW_RESIZABLE/
// SDL_RenderSetLogicalSize()), so raw SDL mouse coordinates are in window-pixel space, not the
// fixed logical resolution LVGL renders at. SDL_RenderWindowToLogical() is the renderer's own
// inverse of that scaling, accounting for both the scale factor and any letterbox offset.
void set_pointer_position(int32_t window_x, int32_t window_y) {
SDL_Renderer* renderer = sdl_display_get_renderer();
if (renderer == nullptr) {
pointer_state.x = window_x;
pointer_state.y = window_y;
return;
}
float logical_x, logical_y;
SDL_RenderWindowToLogical(renderer, window_x, window_y, &logical_x, &logical_y);
pointer_state.x = static_cast<int32_t>(logical_x);
pointer_state.y = static_cast<int32_t>(logical_y);
}
uint32_t keycode_to_key(SDL_Keycode sdl_key, bool shift) {
switch (sdl_key) {
case SDLK_RIGHT: return CODEPOINT_ARROW_RIGHT;
@@ -64,13 +82,17 @@ void sdl_input_pump() {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEMOTION:
pointer_state.x = event.motion.x;
pointer_state.y = event.motion.y;
set_pointer_position(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == SDL_BUTTON_LEFT) {
pointer_state.x = event.button.x;
pointer_state.y = event.button.y;
// event.button.x/y can be stale immediately after a window resize (an
// SDL/X11 event-queue quirk - confirmed by comparing against a live
// SDL_GetWindowSize() at the same instant). SDL_GetMouseState() queries the
// OS for the current pointer position directly, sidestepping that entirely.
int live_x, live_y;
SDL_GetMouseState(&live_x, &live_y);
set_pointer_position(live_x, live_y);
pointer_state.pressed = true;
}
break;
@@ -86,6 +108,14 @@ void sdl_input_pump() {
// ASCII only (first byte of event.text.text) - sufficient for a simulator keyboard.
push_key(static_cast<uint8_t>(event.text.text[0]));
break;
case SDL_WINDOWEVENT:
// Resizing doesn't change what LVGL last rendered, only how large it should
// appear - re-present the existing frame at the new scale immediately, rather
// than leaving stale-looking content on screen until the next LVGL-driven flush.
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
sdl_display_present_now();
}
break;
case SDL_QUIT:
exit(0);
default: