Timer (lv_timer)
LVGL has a built-in Timer system. You can register a function to have it
be called periodically. The Timers are handled and called in
lv_timer_handler()
, which needs to be called every few milliseconds.
See Timer Handler for more information.
By default, LVGL itself uses Timers to:
refresh each display — during the creation of each Display (lv_display), a Timer is created for that Display. That Timer refreshes the display based on the configured value of
LV_DEF_REFR_PERIOD
, and also sends all display-related events, likeLV_EVENT_REFR_START
,LV_EVENT_REFR_READY
, etc.read input devices — during the creation of each Input Device (lv_indev), a Timer is created for that Input Device based on the configured value of
LV_DEF_REFR_PERIOD
. That Timer causes that input device to be read and also sends all input-device-related events, likeLV_EVENT_CLICKED
,LV_EVENT_PRESSED
, etc.update system-monitor values — if
LV_USE_SYSMON
is set to1
inlv_conf.h
, one or more timers are created to periodically compute and monitor system performance statistics and LVGL's memory usage.
Timers are non-preemptive, which means a Timer cannot interrupt another Timer. Therefore, you can call any LVGL related function in a Timer.
Creating a Timer
To create a new Timer, use
lv_timer_create(timer_cb, period_ms, user_data). It returns an
lv_timer_t
*
which can be used later to modify the
parameters of the Timer, pause it, or delete it when it is no longer needed.
lv_timer_create_basic()
can also be used to create a new Timer without
specifying any parameters.
A Timer callback should have this prototype: void (*lv_timer_cb_t)(lv_timer_t *)
.
For example:
void my_timer(lv_timer_t * timer)
{
/* Use the user_data */
uint32_t * user_data = lv_timer_get_user_data(timer);
printf("my_timer called with user data: %d\n", *user_data);
/* Do something with LVGL */
if(something_happened) {
something_happened = false;
lv_button_create(lv_screen_active());
}
}
...
static uint32_t user_data = 10;
lv_timer_t * timer = lv_timer_create(my_timer, 500, &user_data);
Ready and Reset
lv_timer_ready(timer) makes a Timer run on the next call of
lv_timer_handler()
.
lv_timer_reset(timer) resets the period of a Timer. It will be called again after its currently-set period (in milliseconds) has elapsed.
Setting Parameters
You can modify these Timer parameters at any time during its life:
lv_timer_set_cb(timer, new_cb)
lv_timer_set_period(timer, new_period_ms)
lv_timer_set_user_data(timer, user_data)
Repeat Count
When a Timer is created, its repeat-count is set to -1
to cause it to repeat
indefinitely. You can make a Timer repeat only a given number of times with
lv_timer_set_repeat_count(timer, count). By default, once the Timer has
run count
times, it will be automatically deleted.
You can use lv_timer_set_auto_delete(timer, false) if you want the timer
to instead be paused after it has run count
times. This can be handy if you
reuse that timer repeatedly and want to avoid the CPU and lv_malloc()
overhead of repeatedly creating and deleting a timer. If you use this option, you
will need to set its repeat count (to either -1
or a positive repeat count, since
it will have decremented to 0
) and resume it to
make it active again.
Pause and Resume
lv_timer_pause(timer) pauses the specified Timer.
lv_timer_resume(timer) resumes the specified Timer.
Measuring Idle Time
You can get the idle percentage time of lv_timer_handler()
with
lv_timer_get_idle()
. Note that it does not measure the idle time of
the overall system, only of lv_timer_handler()
. This can be misleading if
you are using an operating system and DMA and/or GPU are used during rendering, as it
does not actually measure the time the OS spends in an idle thread.
If you are using an OS and wish to get the time the CPU is spending in an idle
thread, one way of doing so is configuring LV_USE_SYSMON
and
LV_USE_PERF_MONITOR
to 1
in lv_conf.h
(if they are not already),
and setting the macro LV_SYSMON_GET_IDLE
to the name of a function that
fetches the percent of CPU time spent in the OS's idle thread. An example of such
a function is lv_os_get_idle_percent()
in lv_freertos.c
. While the
configuration is set this way, some system performance statistics (including CPU
load) will appear on the display in a partially-transparent label whose location is
set by the LV_USE_PERF_MONITOR_POS
macro.
Enable and Disable
You can temporarily disable Timer handling with lv_timer_enable(false). Be advised: this also pauses handling of Timers that refresh Display(s) and read from input devices, so don't forget to re-enable it with lv_timer_enable(true) as soon as the need for the pause is over.
Timer Handler Resume Callback
When the Timer system has been disabled (causing lv_timer_handler()
to
return early before it has processed any timers), if you want to take some action
when the Timer system is re-enabled again, set a resume callback using
lv_timer_handler_set_resume_cb(cb, user_data). The callback should have
this prototype: void (*lv_timer_handler_resume_cb_t)(void*)
.
Asynchronous calls
There are several cases in which you may not want to perform an action immediately. Some examples are:
you cannot delete a Widget because something else is still using it,
you don't want to block execution now, or
you detect the need to delete a Widget in a thread other than the thread making LVGL calls (e.g. in a case where you are using a Gateway Thread to make all LVGL calls in a multi-threaded environment).
For these cases,
lv_async_call(my_function, data_p) can be used to call my_function
on
the next invocation of lv_timer_handler()
. As a side effect, this also
ensures it is called in a thread in which it is safe to make LVGL calls.
data_p
will be passed to the function when it's called. Note that only the data's
pointer is saved, so whatever it is pointing to needs to remain valid until the
function is called, so it can point to static
, global or dynamically allocated
data. If you want to cancel an asynchronous call, call
lv_async_call_cancel(my_function, data_p), which will remove all
asynchronous calls matching my_function
and data_p
.
Note that if lv_async_call(my_function, data_p) is called from a thread other than the one that normally makes LVGL calls, you are still obligated to protect the LVGL data structure using a MUTEX.
For example:
void my_screen_clean_up(void * scr)
{
/* Free some resources related to `scr`*/
/* Finally delete the screen */
lv_obj_delete(scr);
}
...
/* Do something with the Widget on the current screen */
/* Delete screen on next call of `lv_timer_handler`, not right now. */
lv_lock();
lv_async_call(my_screen_clean_up, lv_screen_active());
lv_unlock();
/* The screen is still valid so you can do other things with it */
If you just want to delete a Widget and don't need to clean anything up
in my_screen_cleanup
you could just use lv_obj_delete_async(widget) which
will delete the Widget on the next call to lv_timer_handler()
.