Implement LVGL with SDL for simulator (#16)
* Implemented LVGL with SDL for simulator * cleanup * added SDL to build * build fix * mutex fixes * sim app cleanup and improvements * docs updated * fix for sdl? * fix for SDL cmake setup
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/**
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* @file GC9A01.h
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*
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**/
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#ifndef GC9A01_H
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#define GC9A01_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*********************
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* INCLUDES
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*********************/
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#ifndef LV_DRV_NO_CONF
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#ifdef LV_CONF_INCLUDE_SIMPLE
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#include "lv_drv_conf.h"
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#else
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#include "../../lv_drv_conf.h"
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#endif
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#endif
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#if USE_GC9A01
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#ifdef LV_LVGL_H_INCLUDE_SIMPLE
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#include "lvgl.h"
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#else
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#include "lvgl/lvgl.h"
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#endif
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#if LV_COLOR_DEPTH != 16
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#error "GC9A01 currently supports 'LV_COLOR_DEPTH == 16'. Set it in lv_conf.h"
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#endif
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#if LV_COLOR_16_SWAP != 1
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#error "GC9A01 SPI requires LV_COLOR_16_SWAP == 1. Set it in lv_conf.h"
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#endif
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/*********************
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* DEFINES
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*********************/
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/**********************
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* TYPEDEFS
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**********************/
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/**********************
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* GLOBAL PROTOTYPES
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**********************/
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int GC9A01_init(void);
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void GC9A01_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p);
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void GC9A01_fill(int32_t x1, int32_t y1, int32_t x2, int32_t y2, lv_color_t color);
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void GC9A01_map(int32_t x1, int32_t y1, int32_t x2, int32_t y2, lv_color_t * color_p);
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void GC9A01_setRotation(uint8_t m);
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void GC9A01_fillRect(int16_t x, int16_t y, int16_t w, int16_t h, uint16_t color);
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void GC9A01_fillScreen(uint16_t color);
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uint16_t GC9A01_Color565(uint8_t r, uint8_t g, uint8_t b);
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void GC9A01_invertDisplay(bool i);
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void GC9A01_drawPixel(int16_t x, int16_t y, uint16_t color);
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void GC9A01_drawFastHLine(int16_t x, int16_t y, int16_t w, uint16_t color);
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void GC9A01_drawFastVLine(int16_t x, int16_t y, int16_t w, uint16_t color);
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/**********************
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* MACROS
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**********************/
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#endif /* USE_GC9A01 */
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#endif /* GC9A01_H */
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