I’m working on a project where I’d like to use the LittlevGL (LVGL) library to develop a cross-platform app, including support for iOS. I’ve seen a lot of information about how it integrates with various embedded systems, but I’m curious if anyone here has experience using it specifically for iPhone apps.
What are the main advantages and challenges you’ve encountered? How does it compare to other options for creating custom UIs on iOS? Are there any specific limitations or performance considerations to keep in mind?
I’m particularly interested in any performance issues you might have faced when using LVGL on iOS. Has anyone tried it with complex animations or high-refresh-rate displays? Also, any insights on how it stacks up against other UI libraries for iOS development would be really helpful.
I’ve used LVGL for a cross-platform project that included iOS, so I can share some quick thoughts.
Pros:
- Lightweight & Cross-Platform: LVGL is super light and efficient, especially if you’re supporting embedded systems alongside iOS mod games and apps. It’s a solid choice if you need something that’ll work across different devices without a ton of rework.
- Customizable: You get a lot of flexibility to create unique UIs. It’s modular, so you can keep only what you need to save space.
Cons:
- Not “Native” Enough: LVGL doesn’t tie into UIKit, so it misses out on native gestures and animations. If a “native iOS feel” is critical, this might be a bit limiting.
- Performance: While LVGL is optimized for low-power devices, it doesn’t fully leverage iOS hardware, so complex screens might feel less responsive than native UIKit or SwiftUI.
Overall, LVGL is great for lightweight, cross-platform projects. But if iOS is your primary target, especially with more complex UIs, UIKit or SwiftUI will probably serve you better. Hope that helps!
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