Make all objects support scalable(even the rotation) as Android's View(the base object of the widgets) does


this can also help the canvas do scale transformation but not just do zoom transformation.

https://android.googlesource.com/platform/frameworks/base/+/master/core/java/android/view/View.java

I have an idea in mind about this: create an “object caching” option, in which LVGL create a snapshot of the object, and uses that image instead of “real” drawing. The advantage of this, the images can be rotated and scaled (unlike other primitives)

create a snapshot will cost lots of memory?

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and i thought the object area(clickable area?) should be the scaled width and scaled height.

Yes, that kind of something for something. If you want advanced effects you need advanced hardware (at least external memory).
It seems very complicated to handle scaling with “just in time drawing”.

I agree, it should.

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