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.
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@@ -37,7 +37,7 @@ private:
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bool triggerLongPress = false;
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};
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lv_indev_t* _Nullable deviceHandle = nullptr;
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lv_indev_t* deviceHandle = nullptr;
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std::shared_ptr<tt::Thread> driverThread;
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bool interruptDriverThread = false;
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tt::Mutex mutex;
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@@ -67,7 +67,8 @@ public:
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bool startLvgl(lv_display_t* display) override;
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bool stopLvgl() override;
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lv_indev_t* _Nullable getLvglIndev() override { return deviceHandle; }
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/** Could return nullptr if not started */
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lv_indev_t* getLvglIndev() override { return deviceHandle; }
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static std::shared_ptr<ButtonControl> createOneButtonControl(tt::hal::gpio::Pin pin) {
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return std::make_shared<ButtonControl>(std::vector {
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