<
From version < 124.1 >
edited by Xiaoling
on 2024/12/24 11:05
To version < 138.1 >
edited by BoYang Xie
on 2025/01/22 17:18
>
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11 11  (% _msthash="315238" _msttexthash="18964465" _mstvisible="3" %)**Table of Contents:**
12 12  
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140 140  === 2.2.2 Install SquareLine Studio ===
141 141  
142 142  
143 -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 1.4.2.
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.
144 144  
145 -[[image:squareline.io_downloads.png]]
144 +[[image:squareline.io_downloads.png||height="888" width="1294"]]
146 146  
147 147  
148 148  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:
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156 156  == 2.3 Simple usage of SquareLine Studio and exporting UI code ==
157 157  
158 158  
159 -After launching and logging into the software, create a new project as shown in Image 2.
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**.
160 160  
161 -* Select the major **LVGL** version as **8.3**.
162 -* Select the **Desktop** tab.
163 -* Select  **Eclipse with  SDL for  development on PC**:
164 -* In the **PROJECT SETTINGS**, select **LVGL version** **8.3.11**
165 -* Select the **CREATE **button.
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.
166 166  
167 -[[image:image-20240928103357-2.png||height="680" width="708"]]
163 +[[image:squareline-studio-launcher-screen.png||height="752" width="1415"]]
168 168  
169 - Image 2: Creating a new SquareLine project
170 170  
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.
171 171  
172 -Next, you need to configure some settings for this project. By clicking in the specified order shown in Image 3, you will be directed to the page displayed in Image 4.
173 -
174 -* Select** File  -> Project Settings**
175 -
176 176  [[image:1727229582471-566.png]]
177 177  
178 - Image 3 accessing project settings
179 179  
171 +In the **PROJECT SETTINGS** dialog box, configure/modify the project settings as shown in the image below.
180 180  
181 -In the PROJECT SETTINGS dialog box, configure/modify the project settings:
182 -
183 183  * **UI Files Export Root**: Select a folder on your computer to store the UI files.
184 184  * **LVGL Include Path**: Set this to **lvgl.h**
185 -* **Click on the APPLY CHANGES button.**
175 +* Click on the **APPLY CHANGES** button.
186 186  
187 187  [[image:image-20240928105309-4.png||height="526" width="556"]]
188 188  
189 - Image 4 Configure/modify project settings
190 190  
180 +Now you can start building the user interface. Follow the steps below:
191 191  
192 -Now you can start building the sample UI. Follow the steps below:
193 193  
194 -
195 195  === **Add widgets** ===
196 196  
197 197  
198 -To add widgets navigate to the **Widgets** area, then click on the widgets you want to add. The selected widgets will be added to the screen. You can reposition the widgets in the screen area by clicking and dragging them.
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.
199 199  
200 -Add a Label, Button, and Image to the screen as shown in **Image 5**.
201 -
202 202  [[image:image-20240928111412-6.png||height="526" width="864"]]
203 203  
204 - Image 5: Add widgets
205 205  
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**.
206 206  
193 +[[image:Screenshot 2024-12-24 140459.png||height="278" width="290"]]
194 +
207 207  === **Modify widget properties** ===
208 208  
209 209  
210 -The area for modifying widgets is called the **Inspector** tab. The Inspector tab consists of four sections: **COMPONENT**, **<WIDGET>**, **STYLE SETTINGS**, and **EVENTS**, as shown in Image 6.
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.
211 211  
212 -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.
213 -
214 214  [[image:1727485118799-984.png]]
215 215  
216 - Image 6: The button widget's "Inspector" tab
217 217  
218 -
219 219  ==== **Changing the Button properties** ====
220 220  
221 221  
222 -Click the Button.
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:
223 223  
224 -Under the "Layout" you can change the button's position and size.
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
225 225  
226 226  [[image:1727485251053-655.png]]
227 227  
228 -Image 7: The button widget's "BUTTON" tab
229 229  
230 -
231 231  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.
232 232  
233 -* Click **ADD EVENT** button.
234 -* Select **CLICKED** under the Trigger.
235 -* Select **Screen2** from **Screen to**.
236 -* Select **FADE ON** from **Fade mode**.
237 -* Enter **500** in the **Speed** text box.
238 -* Finally, click **ADD** button.
221 +* Click **ADD EVENT** button. A new section will appear to configure this event.
239 239  
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 +
240 240  [[image:1727485480434-713.png||height="395" width="290"]]
241 241  
242 242   Image 8: Add an event for the button
... ... @@ -245,27 +245,29 @@
245 245  ==== **Changing the label properties** ====
246 246  
247 247  
248 -Click the label. Under the **Label** section, type "Click For Detail" in the **Text** textbox.
240 +Click the Label you have added to the screen. Under the **Label** section, type "**Click for Detail**" in the **Text** textbox.
249 249  
250 250  [[image:image-20240928090825-1.png||height="327" width="391"]]
251 251  
252 - Image 9:  Modify text of label widget
253 253  
245 +Once you enter the text, it will immediately appear on the label.
254 254  
247 +
255 255  ==== **Changing image properties** ====
256 256  
257 257  
258 -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.
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.
259 259  
253 +One way is to move your image into the folder "…/squareline project/assets/", as shown in the image below.
254 +
260 260  [[image:image-20240928113424-9.png||height="355" width="505"]]
261 261  
262 - image 10 add image file into SquareLine Studio project
263 263  
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 +
264 264  [[image:image-20240928114139-10.png||height="559" width="810"]]
265 265  
266 - image 11 use image widget in SquareLine Studio
267 267  
268 -
269 269  ==== **The relationship between widgets** ====
270 270  
271 271  
... ... @@ -272,28 +272,29 @@
272 272  Widgets commonly have two types of relationships: **parallel** and **parent-child**.
273 273  
274 274  * In a **parallel relationship**, widgets' positions are determined relative to a shared reference object.
275 -* 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, as shown in Image 13.
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.
276 276  
277 277  [[image:1727486567182-334.png||height="318" width="278"]]
278 278  
279 279  
280 -Move **Label1** to make it a child of **Button1**. See Image 13.
274 +Move the label, **Label1** to make it a child of **Button1** as shown in the image below.
281 281  
282 282  [[image:image-20240928112001-8.png||height="431" width="796"]]
283 283  
284 - Image 13: Move Label1 to make it a child of Button1.
285 285  
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.
286 286  
281 +[[image:Screenshot 2024-12-24 144005.png||height="360" width="290"]]
282 +
283 +
287 287  ==== **Preview the screen** ====
288 288  
289 289  
290 -You can test the result by clicking on the **PLAY** button. The screen will change into play mode. See Image 14.
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.
291 291  
292 292  [[image:1727487368023-281.png]]
293 293  
294 - Image 14: Simulating the project
295 295  
296 -
297 297  For more information, please visit the official link: [[SquareLine Studio 1.4.2 Documentation ~| SquareLine Studio>>url:https://docs.squareline.io/docs/squareline/]].
298 298  
299 299  
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300 300  == 2.4 Integrate UI Code to ESP-IDF Project ==
301 301  
302 302  
303 -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.
304 304  
300 +On the  menubar, click **Export -> Export UI** Files as shown in the image below.
301 +
305 305  [[image:1727229798126-306.png]]
306 306  
307 - image 15 export UI file
308 308  
305 +The exported UI files can be found in your SquareLine project folder as shown in the image below.
306 +
307 +
309 309  [[image:1727229821582-258.png||height="333" width="662"]]
310 310  
311 - image 16 exported UI file
312 312  
313 -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.
314 314  
315 315  [[image:image-20240928144830-11.png]]
316 316  
317 - image 17 open CMakeLists.txt
318 318  
316 +Open the **CMakeLists.txt** file and edit it as ahown below.
317 +
319 319  [[image:1727229892636-154.png||height="521" width="407"]]
320 320  
321 - image 18 modify CMakeLists.txt
322 322  
323 -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.
324 324  
323 +Add **#include "ui.h"**
324 +
325 325  [[image:1727229926561-300.png]]
326 326  
327 - image 19 add "ui.h"
328 328  
328 +Add **ui_init();**
329 +
329 329  [[image:1727229955611-607.png]]
330 330  
331 - image 20 add "ui_init()"
332 332  
333 +== 2.5 Brief introduction to the Hello World project ==
333 333  
334 -== 2.5 Brief introduction of hello world project ==
335 335  
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.
336 336  
337 -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.
338 338  
339 -
340 340  == 2.6 Test Result ==
341 341  
342 342  
343 -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.
344 344  
344 +Screen 1:
345 +
345 345  [[image:1727488067077-684.png||height="402" width="574"]]
346 346  
347 - image 21 screen1
348 348  
349 +Screen 2:
350 +
349 349  [[image:1727488157579-949.png||height="397" width="572"]]
350 350  
351 - image 22 screen2
352 352  
353 -
354 354  = 3. Example Project 1: LoRa Central Display =
355 355  
356 356  [[image:image-20240916101737-1.png||height="468" width="683"]]
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358 358  
359 359  = 4. Example Project 2: LoRaWAN RS485 Alarm =
360 360  
361 -= 5. The way to add a new panel to project =
361 += 5. Adding new panel to the project =
362 362  
363 363  
364 -**~1. Design a panel in SquareLine Studio, using image 5.1 below as a reference.**
364 +**~1. **Design a panel in SquareLine Studio, as shown in Image 5.1 below for reference.
365 365  
366 366  [[image:image-20241121113445-1.png||height="584" width="934"]]
367 367  
368 - image 5.1 a panel about water_leak
368 + Image 5.1: a panel about water_leak
369 369  
370 370  
371 -**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.
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.
372 372  
373 373  [[image:image-20241121141120-4.png||height="383" width="795"]]
374 374  
375 - image 5.2 ui files exported
375 + Image 5.2: Exported UI files
376 376  
377 377  
378 -**3. Delete or rename some file.** Here are the steps:
378 +**3. Delete and rename some file.** Here are the steps:
379 379  
380 - Step1 Delete the 'components' directory.
381 - Step2 Delete 'filelist.txt'.
382 - Step3 Delete 'ui_helpers.c' and 'ui_helpers.h'.
383 - Step4 Rename 'ui_ScreenMain.c' in the 'screens' directory to 'ui_water_leak_style.c'.
384 - Step5 Rename the 'screens' directory to 'styles'.
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'.
385 385  
386 386  [[image:image-20241121151934-10.png||height="303" width="792"]]
387 387  
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391 391  
392 392   image 5.4 rest file (2)
393 393  
394 -**4. Open this project in vscode.**
394 +4. Open the project in **VS Code**.
395 395  
396 -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**."
397 397  
398 398  [[image:image-20241121181957-17.png||height="438" width="516"]]
399 399  
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403 403  
404 404   image 5.6 extra_lib/CMakeLists.txt after add
405 405  
406 -**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**.
407 407  
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 +
408 408  [[image:image-20241121171629-11.png]]
409 409  
410 410   image 5.7 before-modified font file
... ... @@ -413,7 +413,7 @@
413 413  
414 414   image 5.8 modified font file
415 415  
416 -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.
417 417  
418 418  [[image:image-20241121172714-13.png]]
419 419  
... ... @@ -423,7 +423,7 @@
423 423  
424 424   image 5.10 modified image file
425 425  
426 -**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).
427 427  
428 428  [[image:image-20241121180030-15.png]]
429 429  
... ... @@ -433,8 +433,9 @@
433 433  
434 434   image 5.12 ui_water_leak/CMakeLists.txt after modification
435 435  
436 -**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.
437 437  
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 +
438 438  [[image:image-20241122094200-23.png]]
439 439  
440 440   image 5.13 ui_water_leak.h (1) before modification
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