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PDF version: LittlevGL.pdf

Welcome to LittlevGL’s documentation!


LittlevGL is a free and open-source graphics library providing everything you need to create embedded GUI with easy-to-use graphical elements, beautiful visual effects and low memory footprint.

Website   ·   GitHub   ·   Forum   ·   Live demo   ·   Simulator   ·   Blog

Key features

  • Powerful building blocks such as buttons, charts, lists, sliders, images etc.

  • Advanced graphics with animations, anti-aliasing, opacity, smooth scrolling

  • Various input devices such as touchpad, mouse, keyboard, encoder etc.

  • Multi-language support with UTF-8 encoding

  • Multi-display support, i.e. use more TFT, monochrome displays simultaneously

  • Fully customizable graphic elements

  • Hardware independent to use with any microcontroller or display

  • Scalable to operate with little memory (64 kB Flash, 16 kB RAM)

  • OS, External memory and GPU supported but not required

  • Single frame buffer operation even with advanced graphical effects

  • Written in C for maximal compatibility (C++ compatible)

  • Simulator to start embedded GUI design on a PC without embedded hardware

  • Tutorials, examples, themes for rapid GUI design

  • Documentation is available as online and offline

  • Free and open-source under MIT license


  • 16, 32 or 64 bit microcontroller or processor

  • Greater than 16 MHz clock speed is recommended

  • Flash/ROM: Greater than 64 kB size for the very essential components (greater than 180 kB is recommended)

  • RAM:

    • Static RAM usage: approximately 8 to 16 kB depending on the used features and objects types

    • Stack: greater than 2kB (greater than 4 kB is recommended)

    • Dynamic data (heap): greater than 4 KB (greater than 16 kB is recommended if using several objects). Set by LV_MEM_SIZE in lv_conf.h

    • Display buffer: greater than “Horizontal resolution” pixels (greater than 10 × “Horizontal resolution” is recommended)

  • C99 or newer compiler

  • Basic C (or C++) knowledge: pointers, structs, callbacks

Note that the memory usage might vary depending on the architecture, compiler and build options.


Where to get started?

  • For a general overview of LittlevGL visit littlevgl.com

  • Go to the Get started section to try Live demos in you browser, learn about the Simulator(s) and learn the basics of LittlevGL

  • A detailed porting guide can be found in the Porting section

  • To learn how LittlevGL works go to the Overview

  • To read tutorials or share your own experiences go to the Blog

  • To see the source code of the library check it on GitHub: https://github.com/littlevgl/lvgl/

Where can I ask questions?

To ask questions in the Forum: https://forum.littlevgl.com/.

We use GitHub issues for development related discussion. So you should use them only if your question or issue is tightly related to the development of the library.

Is my MCU/hardware supported?

Every MCU which is capable of driving a display via Parallel port, SPI, RGB interface or anything else and fulfills the Requirements is supported by LittlevGL.

It includes:

  • “Common” MCUs like STM32F, STM32H, NXP Kinetis, LPC, iMX, dsPIC33, PIC32 etc.

  • Bluetooth, GSM, WiFi modules like Nordic NRF and Espressif ESP32

  • Linux frame buffer like /dev/fb0 which includes Single board computers too like Raspberry Pi

  • And anything else with a strong enough MCU and a periphery to drive a display

Is my display supported?

LittlevGL needs just one simple driver to copy an array of pixels into a given area of the display. If you can do this with your display then you can use the same display with LittlevGL.

It includes:

  • TFTs with 16 or 24 bit color depth

  • Monitors with HDMI port

  • Small monochrome displays

  • Gray-scale displays

  • LED matrices

  • or any other display where you can control the color/state of the pixels

See the Porting section to learn more.

Is LittlevGL free? How can I use it in a commercial product?

LittlevGL comes with MIT license which means you can download and use it for any purpose you want without any obligations.

Nothing happens, my display driver is not called. What have I missed?

Be sure you are calling lv_tick_inc(x) in an interrupt and lv_task_handler() in your main while(1).

Learn more in the Tick and Task handler section.

Why the display driver is called only one? Only the upper part of the display is refreshed.

Be sure you are calling lv_disp_flush_ready(drv) at the end of your “display flush callback”.

Why I see only garbage on the screen?

Probably there a bug in your display driver. Try the following code without using LittlevGL:

#define BUF_W 20
#define BUF_H 10
lv_color_t buf[BUF_W * BUF_H];
lv_color_t * buf_p = buf;
uint16_t x, y;
for(y = 0; y < BUF_H; y++) {
    lv_color_t c = lv_color_mix(LV_COLOR_BLUE, LV_COLOR_RED, (y * 255) / BUF_H);
    for(x = 0; x < BUF_W; x++){
        (*buf_p) =  c;

lv_area_t a;
a.x1 = 10;
a.y1 = 40;
a.x2 = a.x1 + BUF_W - 1;
a.y2 = a.y1 + BUF_H - 1;
my_flush_cb(NULL, &a, buf);

Why I see non-sense colors on the screen?

Probably LittlevGL’s color format is not compatible with your displays color format. Check LV_COLOR_DEPTH in lv_conf.h.

If you are using 16 bit colors with SPI (or other byte-oriented) interface probably you need to set LV_COLOR_16_SWAP  1 in lv_conf.h. It swaps the upper and lower bytes of the pixels.

How to speed up my UI?

  • Turn on compiler optimization

  • Increase the size of the display buffer

  • Use 2 display buffers and flush the buffer with DMA (or similar periphery) in the background

  • Increase the clock speed of the SPI or Parallel port if you use them to drive the display

  • If you display has SPI port consider changing to a model with parallel because it has much higher throughput

  • Keep the display buffer in the internal RAM (not in external SRAM) because LittlevGL uses it a lot and it should have a small access time

How to reduce flash/ROM usage?

You can disable all the unused feature (such as animations, file system, GPU etc.) and object types in lv_conf.h.

If you are using GCC you can add

  • -fdata-sections -ffunction-sections compiler flags

  • --gc-sections linker flag

to remove unused functions and variables.

How to reduce the RAM usage

  • Lower the size of the Display buffer

  • Reduce LV_MEM_SIZE in lv_conf.h. This memory used when you create objects like buttons, labels, etc.

  • To work with lower LV_MEM_SIZE you can create the objects only when required and deleted them when they are not required anymore

How to work with an operating system?

To work with an operating system where tasks can interrupt each other you should protect LittlevGL related function calls with a mutex. See the Operating system and interrupts section to learn more.

How to contribute to LittlevGL?

There are several ways to contribute to LittlevGL:

  • Write a few lines about your project to inspire others

  • Answer other’s questions

  • Report and/or fix bugs

  • Suggest and/or implement new features

  • Improve and/or translate the documentation

  • Write a blog post about your experiences

To learn more see Contributing guide

How is LittlevGL versioned?

LittlevGL follows the rules of Semantic versioning:

  • Major versions for incompatible API changes. E.g. v5.0.0, v6.0.0

  • Minor version for new but backwards-compatible functionalities. E.g. v6.1.0, v6.2.0

  • Patch version for backwards-compatible bug fixes. E.g. v6.1.1, v6.1.2

The new versions are developed in dev-X.Y branchs on GitHub. It can be cloned to test the newset features, however, still anything can be changed there.

The bugfixes are added directly to the master branch on GitHub and a bugfix release is created every month.