Description
What MCU/Processor/Board and compiler are you using?
- Platform: PlayStation Vita
- Compiler:
$VITASDK/bin/vita-gcc
:vita-gcc (GNU Tools for ARM Embedded Processors) 10.1.0
- CPU: ARM CortexTM-A9-Core
- GPU: PowerVR SGX543MP4+
(CPU and GPU via Wikipedia)
What do you want to achieve?
Since access to the default Sony GUI is not easily accessible through homebrew toolchains, I want to use LVGL as a “replacement UI” for homebrew applications. This means:
- Button navigation (
CTRL_UP
,CTRL_...
inpsp2kern/ctrl.h
) - Touch input (
#include <psp2/touch.h>
) - 2D api (
vita2d.h
) - There is a little bit of 3D available (
GL/gl.h
,GL/glx.h
,GL/nglx.h
,GL/oscontext.h
,GL/vgl.h
,GLView.h
)
I just need to know how I can tell LVGL to use these.
What have you tried so far?
Looked at the examples, taken a peek at the various headers. This is highly conceptual at the moment, but from what I saw in lv_conf_template.h
, it is very doable! Most of the settings in there are easily tweaked to make use of the provided headers in VITASDK. I am just trying to find out how to glue the other bits together in order to get the initialization and navigation going.
Code to reproduce
None - yet.
Screenshot and/or video
None - yet.
If you got a pointer for me, I’d be happy to take it! The porting guide pointed me all over the place - but no straightforward “Call function X, pass Y, assign callback Z, …”. All I want to do at this point is tie the drawing and input APIs together and run an example app and see how it goes.
Kind regards,
Ingwie