Refactor LVGL code into kernel module (#472)

* **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.
This commit is contained in:
Ken Van Hoeylandt
2026-02-01 22:57:45 +01:00
committed by GitHub
parent 3fe1dc0312
commit 9f721e6655
135 changed files with 1553 additions and 667 deletions
+3 -2
View File
@@ -37,7 +37,7 @@ private:
bool triggerLongPress = false;
};
lv_indev_t* _Nullable deviceHandle = nullptr;
lv_indev_t* deviceHandle = nullptr;
std::shared_ptr<tt::Thread> driverThread;
bool interruptDriverThread = false;
tt::Mutex mutex;
@@ -67,7 +67,8 @@ public:
bool startLvgl(lv_display_t* display) override;
bool stopLvgl() override;
lv_indev_t* _Nullable getLvglIndev() override { return deviceHandle; }
/** Could return nullptr if not started */
lv_indev_t* getLvglIndev() override { return deviceHandle; }
static std::shared_ptr<ButtonControl> createOneButtonControl(tt::hal::gpio::Pin pin) {
return std::make_shared<ButtonControl>(std::vector {