<
From version < 116.1 >
edited by Dilisi S
on 2024/12/17 21:42
To version < 135.1 >
edited by Dilisi S
on 2024/12/26 18:50
>
Change comment: Dec 26 edits - part 1

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10 10  (% _mstvisible="1" %)
11 11  (% _msthash="315238" _msttexthash="18964465" _mstvisible="3" %)**Table of Contents:**
12 12  
... ... @@ -102,30 +102,37 @@
102 102  * Smart Cities
103 103  * Smart Factory
104 104  
105 -= 2.  Getting Started with Hello World =
104 += 2.  Getting Started with 'Hello World' =
106 106  
107 107  == 2.1  About this demo ==
108 108  
109 109  
110 -In this Getting Started Example, we will show how to design a simple Display UI and upload it to LTS5. This UI has  a button , when user click the button. The Web UI will jump to a new page.
109 +This getting started example demonstrates how to design and deploy a simple display UI for the LTS5 device. The example includes:
111 111  
111 +* Creating a basic UI with a single button.
112 +* Implementing functionality to navigate the Web UI to a new page when the button is clicked.
113 +* Uploading the UI to the LTS5 device.
112 112  
115 +By completing this demo, you will gain foundational knowledge for customizing the LTS5 interface and building more advanced IoT applications.
116 +
117 +
113 113  == 2.2  Install Software Running Environment ==
114 114  
115 115  
116 -The ESP MCU can be developed using ESP-IDF, Arduino, or MicroPython. For this project, we utilize ESP-IDF for compilation and Visual Studio Code (VSCode) for editing.
121 +The **ESP MCU** supports development with **ESP-IDF**, **Arduino**, or **MicroPython**. We use **ESP-IDF** for compilation and **Visual Studio Code (VS Code)** as the development environment for this project.
117 117  
118 118  
119 -=== 2.2.1 Install VSCode and ESP-IDF extension ===
124 +=== 2.2.1 Install VS Code and ESP-IDF extension ===
120 120  
121 121  
122 -Firstly, download and install VSCode for your computer's operating system from the official website: [[Download Visual Studio Code - Mac, Linux, Windows>>url:https://code.visualstudio.com/download]].
127 +First, download and install **VS Code** for your operating system from the Visual Studio Code website: [[Visual Studio Code - Mac, Linux, Windows>>https://code.visualstudio.com/download]].
123 123  
124 -Next, you need to install the ESP-IDF extension within VSCode. The detailed operation steps are illustrated in image 1.
129 +Next, install the **ESP-IDF** extension within **VS Code**. Detailed steps for this process are shown in Image 1.
125 125  
131 +
126 126  [[image:image-20240928110211-5.png||height="508" width="866"]]
127 127  
128 - image 1 ESP-IDF extension install
134 + Image 1: ESP-IDF extension install
129 129  
130 130  Links for reference: [[Install ESP32 ESP-IDF on Windows and Integrate with VS code (esp32tutorials.com)>>url:https://esp32tutorials.com/install-esp32-esp-idf-windows-integrate-vs-code/#:~~:text=In%20this%20tutorial,%20we%20will%20show%20you%20how%20to%20install]]
131 131  
... ... @@ -133,159 +133,218 @@
133 133  === 2.2.2 Install SquareLine Studio ===
134 134  
135 135  
136 -The version we are utilizing for this software is 1.4.2. You can download it from the official link: [[SquareLine Studio - Download the current version of SquareLine Studio>>url:https://squareline.io/downloads#lastRelease]].
142 +Download and install the latest version of [[SquareLine Studio>>https://squareline.io/downloads#lastRelease]] on your computer. It supports Windows, Linux, and Mac OS. The software version we are using here is 1.5.0. See the image below.
137 137  
138 -Please note that this software necessitates the registration of a license prior to usage, and various licenses come with distinct limitations. For instance, the free version imposes restrictions such as a limit of 1 component, 150 widgets, and 10 screens. However, for first-time downloads, you are granted unrestricted access for a period of 30 days without the need for immediate registration.
144 +[[image:squareline.io_downloads.png||height="888" width="1294"]]
139 139  
140 140  
141 -== 2.3 Simple usage of SquareLine Studio and export UI code ==
147 +After installation, you can use SquareLine Studio with a **PERSONAL license plan**. Click **LOG IN** and create a free account using your email address. Then activate your PERSONAL license plan for free. You don’t need to provide any credit card information. However, the PERSONAL license plan has the following limitations:
142 142  
149 +* Max. 10 screens
150 +* Max. 150 widgets
151 +* Max. 5 global colors
152 +* Max. 2 themes
153 +* Max. 1 component
143 143  
144 -After launching and logging in to this software, create a project as shown in the following image 2. The version of LVGL is 8.3.11.
155 +== 2.3 Simple usage of SquareLine Studio and exporting UI code ==
145 145  
146 -[[image:image-20240928103357-2.png||height="680" width="708"]]
147 147  
148 - image 2 create a SquareLine project
158 +Start the SquareLine Studio. The **launcher screen** appears as shown in the below image. You can create a new project by clicking **Create** in the top menu. Then select the **Desktop** tab. Select the development platform, **Eclipse with  SDL for development on PC**.
149 149  
150 -Next, we need to make some settings for this project. By clicking in the specified order on image 3, we can see the page as shown in image 4.
160 +* In the **PROJECT SETTINGS**, select **LVGL version **as **8.3.11** and **Resolution** as **800** x **480**.
161 +* Select the **CREATE **button to create the new project with the selected settings.
151 151  
163 +[[image:squareline-studio-launcher-screen.png||height="752" width="1415"]]
164 +
165 +
166 +Next, you need to configure some additional settings for this project. To do so, select** File  -> Project Settings** as shown in the image below.
167 +
152 152  [[image:1727229582471-566.png]]
153 153  
154 - image 3 project settings
155 155  
171 +In the **PROJECT SETTINGS** dialog box, configure/modify the project settings as shown in the image below.
172 +
173 +* **UI Files Export Root**: Select a folder on your computer to store the UI files.
174 +* **LVGL Include Path**: Set this to **lvgl.h**
175 +* Click on the **APPLY CHANGES** button.
176 +
156 156  [[image:image-20240928105309-4.png||height="526" width="556"]]
157 157  
158 - image 4 modify project settings
159 159  
160 -Now we can start to use this software. Here are some usage information for this software.
180 +Now you can start building the user interface. Follow the steps below:
161 161  
162 -**~1. add widget**
163 163  
164 -To add a widget, you should click a widget you want to add at the area entitled “Widgets”. In image , demonstrate a add process of label, button, and image 5.
183 +=== **Add widgets** ===
165 165  
185 +
186 +To add a widget, navigate to the **Widgets** panel, and then click on the widget you want to add to the screen. You can reposition the widgets in the screen area by clicking and dragging them. Now add a **Label**, **Button**, and **Image** as shown in the image below. The added widgets are also displayed in the **Hierarchy **panel.
187 +
166 166  [[image:image-20240928111412-6.png||height="526" width="864"]]
167 167  
168 - image 5 add widgets
169 169  
170 -**2. modify widget**
191 +Then click the **Screen **widget to add the second screen. After adding the second screen, it will appear in the Screens panel as **Screen2**.
171 171  
172 -The area for modifying widgets is called "Inspector". There are four parts in the "Inspector" tab. We use three of them more frequently, excluding "COMPONENT". The second part is aimed at adjusting the layout, size, position, alignment, flags, and states, etc. of widgets. The name of the second part indicates the type of widget it is representing, and in image 6, it is "BUTTON".
193 +[[image:Screenshot 2024-12-24 140459.png||height="278" width="290"]]
173 173  
195 +=== **Modify widget properties** ===
196 +
197 +
198 +The area for modifying widgets is called the **Inspector** panel. The Inspector panel consists of four sections: **COMPONENT**, **<WIDGET>**, **STYLE SETTINGS**, and **EVENTS**, as shown in the image below. The second section allows you to adjust a widget's layout, size, position, alignment, flags, states, and more. When you select a widget on the screen, the name of this section changes to match the name of the selected widget.
199 +
174 174  [[image:1727485118799-984.png]]
175 175  
176 - image 6 the button widget's "Inspector" tab
177 177  
178 -Second part: "Layout" means a auto position-management for widgets contained in the parent widget. "Transform" includes size, position and align modification.
203 +==== **Changing the Button properties** ====
179 179  
205 +
206 +Click the **Button **you have added to the screen. Under the **Layout** you can change the button's position and size. Use the following settings:
207 +
208 +* **Flex Flow**: No Layout
209 +* **Transform**:
210 +** **X**: 331 px
211 +** **Y**: 203 px
212 +** **Width**: 100 px
213 +** **Height**: 50 px
214 +** **Align**: CENTER
215 +
180 180  [[image:1727485251053-655.png]]
181 181  
182 -image 7 the button widget's "BUTTON" tab
183 183  
184 -Third part: It is an area of style setting.
219 +Next, add a click event to the button. When the button is clicked, an event should trigger to change the current screen (Screen1) to a new screen (Screen2) with a fade effect and the transition from Screen1 to Screen2 should take 500ms.
185 185  
186 -Fourth part: It is an area for adding events. In image 8, it is adding a click event to a button. If the button is clicked after the click event is added as shown in image 8, the current screen will fade into another specified screen, and the switching process will last 500ms.
221 +* Click **ADD EVENT** button. A new section will appear to configure this event.
187 187  
223 +[[image:Screenshot 2024-12-24 134937.png||height="80" width="290"]]
224 +
225 +* Select **CLICKED** from the dropdown under **Trigger**. Choose **CHANGE SCREEN** under **Action**, then click the **ADD** button. A new section will appear to configure the action.
226 +
227 +[[image:Screenshot 2024-12-24 134818.png||height="222" width="290"]]
228 +
229 +* Select **Screen2** under **Screen to**. Select **FADE ON** from **Fade mode**. The default value **500** means the transition takes 500 milliseconds to appear the Screen2.
230 +* Finally, click the **ADD** button.
231 +
188 188  [[image:1727485480434-713.png||height="395" width="290"]]
189 189  
190 - image 8 add event for button
234 + Image 8: Add an event for the button
191 191  
192 -**3. change label widget content**
193 193  
194 -Modify the content in text as shown in image 9, the text content of label widget will be changed accordingly.
237 +==== **Changing the label properties** ====
195 195  
239 +
240 +Click the Label you have added to the screen. Under the **Label** section, type "**Click for Detail**" in the **Text** textbox.
241 +
196 196  [[image:image-20240928090825-1.png||height="327" width="391"]]
197 197  
198 - image 9 modify text content of label widget
199 199  
200 -**4. Add image into project**
245 +Once you enter the text, it will immediately appear on the label.
201 201  
202 -To use the image widget, you should first add an image to your project. The image format must be PNG, and its resolution should not exceed 800x480 pixels. There are two ways to add an image file. One way is to move your image into the folder "…/squareline project/assets/", as shown in image 10. The other way is to click the "ADD FILE INTO ASSETS" button, then select an image from your computer to import. After adding, you can see the image in the "assets" area in SquareLine Studio, as demonstrated in image 11.
203 203  
248 +==== **Changing image properties** ====
249 +
250 +
251 +To use the **Image **widget, you should first add an image to your project. The image format must be PNG, and its resolution should not exceed 800x480 pixels. There are two ways to add an image file.
252 +
253 +One way is to move your image into the folder "…/squareline project/assets/", as shown in the image below.
254 +
204 204  [[image:image-20240928113424-9.png||height="355" width="505"]]
205 205  
206 - image 10 add image file into SquareLine Studio project
207 207  
258 +The other way is to click the "**ADD FILE INTO ASSETS**" button, then select an image from your computer to import. After adding, you can see the image in the "**assets**" panel in SquareLine Studio, as shown in the image below.
259 +
208 208  [[image:image-20240928114139-10.png||height="559" width="810"]]
209 209  
210 - image 11 use image widget in SquareLine Studio
211 211  
212 -**5. The relationship between widgets**
263 +==== **The relationship between widgets** ====
213 213  
214 -There are two common relationships between widgets: one is parallel, the other is parent-child. The parallel relationship means that widgets' relative position is based on a collective object of reference. In parent-child relationship, the parts of the child object that are outside the boundaries of the parent object are not visible by default. Therefore, we need to adjust the position of the child object so that it falls within the range of the parent object, allowing it to be seen as illustrated in image 13.
215 215  
266 +Widgets commonly have two types of relationships: **parallel** and **parent-child**.
267 +
268 +* In a **parallel relationship**, widgets' positions are determined relative to a shared reference object.
269 +* In a **parent-child relationship**, any part of the child object outside the parent's boundaries is hidden by default. To make the child object fully visible, you must adjust its position to fit within the parent's range.
270 +
216 216  [[image:1727486567182-334.png||height="318" width="278"]]
217 217  
218 -image 12 move label1 to make label1 widget be a child of button1 widget(1)
219 219  
274 +Move the label, **Label1** to make it a child of **Button1** as shown in the image below.
275 +
220 220  [[image:image-20240928112001-8.png||height="431" width="796"]]
221 221  
222 - image 13 move label1 to make label1 widget be a child of button1 widget(2)
223 223  
224 -**6. Preview the final effect**
279 +Then set the **X** and **Y** position of the label to **0** as shown in the image below. The label will appear on the button. If you move the button on the screen, the label will move along with it as part of the button.
225 225  
226 -An advantage of this kind of software is that you can edit the UI with quick previews. In other words, it provides a way of combining graphical programming with simulation immediately.
281 +[[image:Screenshot 2024-12-24 144005.png||height="360" width="290"]]
227 227  
283 +
284 +==== **Preview the screen** ====
285 +
286 +
287 +You can test the result by clicking on the **PLAY** button as shown in the image below. The screen will change into play mode.
288 +
228 228  [[image:1727487368023-281.png]]
229 229  
230 - image 14 click on the triangle icon to start or end the simulation
231 231  
232 -For more detailed usage, please visit the official link: [[SquareLine Studio 1.4.2 Documentation ~| SquareLine Studio>>url:https://docs.squareline.io/docs/squareline/]].
292 +For more information, please visit the official link: [[SquareLine Studio 1.4.2 Documentation ~| SquareLine Studio>>url:https://docs.squareline.io/docs/squareline/]].
233 233  
234 234  
235 235  == 2.4 Integrate UI Code to ESP-IDF Project ==
236 236  
237 237  
238 -To achieve the integrating, we first need to export the UI code, then make some modifications, and finally relocate the UI code to a specific position within the project.
298 +To integrate, first export the UI code, then make some modifications, and finally relocate the UI code to a specific position within the project.
239 239  
300 +On the  menubar, click **Export -> Export UI** Files as shown in the image below.
301 +
240 240  [[image:1727229798126-306.png]]
241 241  
242 - image 15 export UI file
243 243  
305 +The exported UI files can be found in your SquareLine project folder as shown in the image below.
306 +
307 +
244 244  [[image:1727229821582-258.png||height="333" width="662"]]
245 245  
246 - image 16 exported UI file
247 247  
248 -Create a empty directory entitled "ui" in path "basic_prj/app_components/ui/", and then copy all UI code exported to this directory.
311 +Create a new folder named "**ui**" at path "**basic_prj/app_components/ui/**", and copy all the exported UI code into it as shown in the image below.
249 249  
250 250  [[image:image-20240928144830-11.png]]
251 251  
252 - image 17 open CMakeLists.txt
253 253  
316 +Open the **CMakeLists.txt** file and edit it as ahown below.
317 +
254 254  [[image:1727229892636-154.png||height="521" width="407"]]
255 255  
256 - image 18 modify CMakeLists.txt
257 257  
258 -The last step of integrating is adding two lines of code in main.c file.
321 +Open the main.c file and  add two lines of code as shown in the below images.
259 259  
323 +Add **#include "ui.h"**
324 +
260 260  [[image:1727229926561-300.png]]
261 261  
262 - image 19 add "ui.h"
263 263  
328 +Add **ui_init();**
329 +
264 264  [[image:1727229955611-607.png]]
265 265  
266 - image 20 add "ui_init()"
267 267  
333 +== 2.5 Brief introduction to the Hello World project ==
268 268  
269 -== 2.5 Brief introduction of hello world project ==
270 270  
336 +The project consists of two screens. The first screen displays the company's logo, the project name, and a button to navigate to the next screen. The second screen provides information about the HMI screen product through an image and includes a button to return to the previous screen.
271 271  
272 -The project consists of two screens. The first screen displays the company's logo, the project name, and a button to navigate to the next screen. The second screen presents some information about this HMI screen product through an image and includes a button to return to the previous screen.
273 273  
274 -
275 275  == 2.6 Test Result ==
276 276  
277 277  
278 -By pressing the button lying bottom right, the screen can switch to another as expected. This indicates that the UI file has been successfully integrated into the project and is now effective.
342 +By pressing the button located at the bottom right, the screen switches to the next one as expected. This confirms that the UI file has been successfully integrated into the project and is functioning correctly.
279 279  
344 +Screen 1:
345 +
280 280  [[image:1727488067077-684.png||height="402" width="574"]]
281 281  
282 - image 21 screen1
283 283  
349 +Screen 2:
350 +
284 284  [[image:1727488157579-949.png||height="397" width="572"]]
285 285  
286 - image 22 screen2
287 287  
288 -
289 289  = 3. Example Project 1: LoRa Central Display =
290 290  
291 291  [[image:image-20240916101737-1.png||height="468" width="683"]]
... ... @@ -293,28 +293,31 @@
293 293  
294 294  = 4. Example Project 2: LoRaWAN RS485 Alarm =
295 295  
296 -= 5.  The way to add a new panel to project =
361 += 5. Adding new panel to the project =
297 297  
298 -**~1. Design a panel in SquareLine Studio, using image 5.1 below as a reference.**
299 299  
364 +**~1. **Design a panel in SquareLine Studio, as shown in Image 5.1 below for reference.
365 +
300 300  [[image:image-20241121113445-1.png||height="584" width="934"]]
301 301  
302 - image 5.1 a panel about water_leak
368 + Image 5.1: a panel about water_leak
303 303  
304 -**2. Export the ui file.** You need  to adjust the export path first, then click "Export->Export UI Files". This step had been introduced before. Then you can get the ui files as shown in image 5.2.
305 305  
371 +**2. Export the UI file: **You need to adjust the export path first, then click '**Export -> Export UI Files**' on the menu bar. This step was introduced earlier. After that, you can get the UI files as shown in Image 5.2.
372 +
306 306  [[image:image-20241121141120-4.png||height="383" width="795"]]
307 307  
308 - image 5.2 ui files exported
375 + Image 5.2: Exported UI files
309 309  
310 -**3. Delete or rename some file.** Here are the steps:
311 311  
312 - Step1 Delete the 'components' directory.
313 - Step2 Delete 'filelist.txt'.
314 - Step3 Delete 'ui_helpers.c' and 'ui_helpers.h'.
315 - Step4 Rename 'ui_ScreenMain.c' in the 'screens' directory to 'ui_water_leak_style.c'.
316 - Step5 Rename the 'screens' directory to 'styles'.
378 +**3. Delete and rename some file.** Here are the steps:
317 317  
380 + Step 1: Delete the 'components' directory.
381 + Step 2: Delete 'filelist.txt'.
382 + Step 3: Delete 'ui_helpers.c' and 'ui_helpers.h'.
383 + Step 4: Rename 'ui_ScreenMain.c' in the 'screens' directory to 'ui_water_leak_style.c'.
384 + Step 5: Rename the 'screens' directory to 'styles'.
385 +
318 318  [[image:image-20241121151934-10.png||height="303" width="792"]]
319 319  
320 320   image 5.3 rest file (1)
... ... @@ -323,9 +323,9 @@
323 323  
324 324   image 5.4 rest file (2)
325 325  
326 -**4. Open this project in vscode.**
394 +4. Open the project in **VS Code**.
327 327  
328 -5. Add file include path about water_leak in extra_lib/CMakeLists.txt as shown in image 5.5, 5.6, and its format is similar to the tem_hum or door.
396 +5. Add the file include path for **water_leak** in **extra_lib/CMakeLists.txt**, as shown in Images 5.5 and 5.6. Its format is similar to that of **tem_hum** or **door**."
329 329  
330 330  [[image:image-20241121181957-17.png||height="438" width="516"]]
331 331  
... ... @@ -335,8 +335,10 @@
335 335  
336 336   image 5.6 extra_lib/CMakeLists.txt after add
337 337  
338 -**6. Modify header file include in fonts and images directory.** Open the fonts/ui_font_Font12.c file, as shown in image 5.7, then modify the '#include "../ui.h"' to '#include "../ui_water_leak.h"', the image 5.8 is the modified image. Other font file need to be modified in same way.
406 +**6. ** **Modify the header files included in the fonts and images directories**.
339 339  
408 +Open the **fonts/ui_font_Font12.c** file, as shown in Image 5.7, and change **#include "../ui.h"** to **#include "../ui_water_leak.h"**. The modified file is shown in Image 5.8. Other font files need to be modified in the same way.
409 +
340 340  [[image:image-20241121171629-11.png]]
341 341  
342 342   image 5.7 before-modified font file
... ... @@ -345,7 +345,7 @@
345 345  
346 346   image 5.8 modified font file
347 347  
348 -Open the images/ui_img_battery_empty_png.c file, as shown in image 5.9, then modify the '#include "../ui.h"' to '#include "../ui_water_leak.h"', the image 5.10 is the modified image. Other image file need to be modified in same way.
418 +Open the **images/ui_img_battery_empty_png.c** file, as shown in Image 5.9, and change **#include "../ui.h"** to **#include "../ui_water_leak.h"**. The modified file is shown in Image 5.10. Other image files need to be modified in the same way.
349 349  
350 350  [[image:image-20241121172714-13.png]]
351 351  
... ... @@ -355,7 +355,7 @@
355 355  
356 356   image 5.10 modified image file
357 357  
358 -**7. Modify the ui_water_leak/CMakeLists.txt.** Open this file, and modify it from image 5.11 to image 5.12.
428 +7. Modify the **ui_water_leak/CMakeLists.txt**. Open this file, and modify it as shown in image 5.11 (before) and image 5.12 (after).
359 359  
360 360  [[image:image-20241121180030-15.png]]
361 361  
... ... @@ -365,8 +365,9 @@
365 365  
366 366   image 5.12 ui_water_leak/CMakeLists.txt after modification
367 367  
368 -**8. Modify ui_water_leak.h file.** The image 5.13, 5.14 show the code before modification, and the image 5.15, 5.16 show the code after modification.
369 369  
439 +**8. **Modify the **ui_water_leak.h** file. Images 5.13 and 5.14 show the code before modification, while Images 5.15 and 5.16 show the code after modification.
440 +
370 370  [[image:image-20241122094200-23.png]]
371 371  
372 372   image 5.13 ui_water_leak.h (1) before modification
... ... @@ -441,6 +441,7 @@
441 441  
442 442   image 5.26 ui_water_leak_events_.c after modification
443 443  
515 +
444 444  **12. Modify ui_water_leak_style.c file.**
445 445  
446 446  Step1. '#include "../ui.h"'~-~->#include '"../ui_water_leak.h"'
... ... @@ -457,6 +457,7 @@
457 457  
458 458   image 5.28 ui_water_leak_style.c (1) after modification
459 459  
532 +
460 460  Step2. modify 'void ui_ScreenMain_screen_init(void)'~-~->'panel_with_type create_water_leak(uint8_t index)'
461 461  
462 462   delete code as shown in image 5.29
... ... @@ -465,6 +465,7 @@
465 465  
466 466   image 5.29 ui_water_leak_style.c (2)
467 467  
541 +
468 468  Step3. The image 5.30, 5.31 show the change.
469 469  
470 470  [[image:image-20241122152026-45.png||height="277" width="828"]]
... ... @@ -475,6 +475,7 @@
475 475  
476 476   image 5.31 ui_water_leak_style.c (3) after modification
477 477  
552 +
478 478  Step4. Copy partly the code in ui_water_leak.c, paste at extra_lib/sort.h(The process is shown in image 5.32, 5.33).
479 479  
480 480  [[image:image-20241122153958-47.png]]
... ... @@ -485,6 +485,7 @@
485 485  
486 486   image 5.33 ui_water_leak_style.c (4)
487 487  
563 +
488 488  Step5. Delete event function in code which was just pasted in extra_lib/sort.h(The process is shown in image 5.34).
489 489  
490 490  [[image:image-20241122155650-50.png||height="922" width="513"]]
... ... @@ -491,6 +491,7 @@
491 491  
492 492   image 5.34 ui_water_leak_style.c (5)
493 493  
570 +
494 494  Step6. Add some lines of code in extra_lib/sort.h as shown in image 5.35.
495 495  
496 496  [[image:image-20241122161934-51.png]]
... ... @@ -497,6 +497,7 @@
497 497  
498 498   image 5.35
499 499  
577 +
500 500  Step7. Add a line of code in extra_lib/sort.h as shown in image 5.36.
501 501  
502 502  [[image:image-20241122162852-53.png||height="330" width="529"]]
... ... @@ -503,6 +503,7 @@
503 503  
504 504   image 5.37
505 505  
584 +
506 506  Step8. Add some code in ui_water_leak_style.c as shown in image 5.38 from line534 to line 576 in detail.
507 507  
508 508  panel_with_type union_sensor;
... ... @@ -521,6 +521,7 @@
521 521  
522 522   image 5.38
523 523  
603 +
524 524  **13. Modify sort.c file.**
525 525  
526 526  Add a line of code ~-~-'#include "ui_water_leak.h"' as shown in image 5.39 line 16.
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