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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@@ -0,0 +1,67 @@
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// SPDX-License-Identifier: GPL-3.0-only
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#include <lvgl.h>
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#include <string.h>
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#include <tactility/module.h>
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#include <tactility/lvgl_module.h>
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error_t lvgl_arch_start();
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error_t lvgl_arch_stop();
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static bool is_running = false;
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static bool is_configured = false;
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struct LvglModuleConfig lvgl_module_config = {
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NULL,
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NULL,
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0,
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0,
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#ifdef ESP_PLATFORM
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0,
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#endif
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};
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void lvgl_module_configure(const struct LvglModuleConfig config) {
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is_configured = true;
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memcpy(&lvgl_module_config, &config, sizeof(struct LvglModuleConfig));
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}
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static error_t start() {
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if (!is_configured) {
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return ERROR_INVALID_STATE;
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}
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if (is_running) {
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return ERROR_NONE;
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}
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error_t result = lvgl_arch_start();
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if (result == ERROR_NONE) {
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is_running = true;
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}
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return result;
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}
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static error_t stop() {
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if (!is_running) {
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return ERROR_NONE;
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}
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error_t error = lvgl_arch_stop();
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if (error == ERROR_NONE) {
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is_running = false;
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}
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return error;
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}
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bool lvgl_is_running() {
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return is_running;
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}
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struct Module lvgl_module = {
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.name = "lvgl",
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.start = start,
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.stop = stop
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};
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