Zephyr RTOS¶
Overview¶
The goal of this guide is to ensure a simple integration between a Zephyr project and the LVGL Editor.
Build System¶
When creating a new interface in the LVGL Editor, a CMakeLists.txt file is generated, which
allows for conditional fields, differentiating between what belongs to the editor and the target project.
This enables the inclusion of symbols and directories with lower complexity.
if (LV_EDITOR_PREVIEW)
# things for the Preview
else ()
# things for your Project
endif ()
The Zephyr ecosystem is based on CMake, making the integration between projects relatively straightforward
through the use of CMakeLists.txt files. For libraries like LVGL, the Kconfig system is used
to configure parameters, thus avoiding direct modification of lv_conf.h.
For more details on Kconfig configuration methods, refer to the
Zephyr Kconfig documentation <https://docs.zephyrproject.org/latest/build/kconfig/setting.html>.
In this guide, we will use prj.conf for simplicity, but you may adapt the configuration
approach to your project's needs.
Configuration¶
Zephyr has its own configuration wrapper for LVGL that translates Kconfig options into LVGL settings. Therefore, some symbols need to be included in configuration files:
CONFIG_LVGL=y
CONFIG_LV_Z_MEM_POOL_SIZE=58368
CONFIG_LV_Z_SHELL=y
Note
The CONFIG_LV_Z_MEM_POOL_SIZE parameter defines the LVGL heap size in bytes. The value must be adjusted based on the number and complexity of UI components. Insufficient memory allocation will result in Out Of Memory (OOM) errors.
As a reference, some LVGL demos require significantly more than the default allocation. Start with at least 58 KB (58368 bytes) and increase if needed based on your application.
Additionally, it is necessary to enable display and input drivers:
CONFIG_DISPLAY=y
CONFIG_INPUT=y
In the devicetree file <your_board>.dts and/or overlay <your_overlay>.overlay, you must
configure the specific nodes for your hardware's display and touchscreen. Example:
/ {
chosen {
zephyr,display = &display_controller;
};
lvgl_pointer {
compatible = "zephyr,lvgl-pointer-input";
input = <&touch_controller>;
};
};
&display_controller {
/* Display-specific parameters (resolution, timing, etc.) */
status = "okay";
};
&touch_controller {
/* Touch controller-specific parameters (sensitivity, etc.) */
status = "okay";
}
If some resources are not supported on your board, refer to the official Zephyr documentation. There is a guide detailing how to port a board and the valid properties in the devicetree for input.
Integration¶
Considering an example structure using Zephyr with LVGL Editor:
app/
├── src/
│ └── main.c
├── ui_project/
│ ├── ui_project.h
│ ├── ui_project.c
│ ├── screens/
│ ├── widgets/
│ ├── components/
│ └── CMakeLists.txt
└── CMakeLists.txt
Add a subdirectory in the project's root CMakeLists.txt to include the UI in the compilation stage:
add_subdirectory(ui_project)
target_link_libraries(app PUBLIC lib-ui)
In the CMakeLists.txt file of the ui_project/ directory, created by the LVGL Editor, add:
# Create the UI sources as a library
add_library(lib-ui ${PROJECT_SOURCES})
# You may use this check to add configuration when compiling for the Editor preview,
# or for your target.
if (LV_EDITOR_PREVIEW)
# things for the Preview
else ()
# things for your target
# Link with Zephyr interface to inherit compiler flags and settings
target_link_libraries(lib-ui PUBLIC zephyr_interface)
# Include LVGL headers from Zephyr's module path
target_include_directories(lib-ui PUBLIC
${CMAKE_BINARY_DIR}/zephyr/include/generated/lvgl
${ZEPHYR_LVGL_MODULE_DIR}
)
endif ()
Important note: Zephyr automatically defines the LV_CONF_INCLUDE_SIMPLE symbol during
the LVGL module build process, so it is not necessary to define it manually in your CMakeLists.txt.