<
From version < 130.1 >
edited by Dilisi S
on 2024/12/24 21:40
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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11 11  (% _msthash="315238" _msttexthash="18964465" _mstvisible="3" %)**Table of Contents:**
12 12  
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142 142  
143 143  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 1.5.0. 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 -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.
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 major **LVGL** version: **8.3**.
162 -* Select the **Desktop** tab.
163 -* Select  **Eclipse with  SDL for  development on PC**:
164 164  * In the **PROJECT SETTINGS**, select **LVGL version **as **8.3.11** and **Resolution** as **800** x **480**.
165 165  * 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  
169 169  
170 -Next, you need to configure some additional settings for this project. Select** File  -> Project Settings** as shown in the image below.
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  
172 172  [[image:1727229582471-566.png]]
173 173  
174 174  
175 -In the PROJECT SETTINGS dialog box, configure/modify the project settings:
171 +In the **PROJECT SETTINGS** dialog box, configure/modify the project settings as shown in the image below.
176 176  
177 177  * **UI Files Export Root**: Select a folder on your computer to store the UI files.
178 178  * **LVGL Include Path**: Set this to **lvgl.h**
179 -* **Click on the APPLY CHANGES button.**
175 +* Click on the **APPLY CHANGES** button.
180 180  
181 181  [[image:image-20240928105309-4.png||height="526" width="556"]]
182 182  
183 - Image 4 Configure/modify project settings
184 184  
180 +Now you can start building the user interface. Follow the steps below:
185 185  
186 -Now you can start building the sample UI. Follow the steps below:
187 187  
188 -
189 189  === **Add widgets** ===
190 190  
191 191  
192 -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.
193 193  
194 -Add a Label, Button, and Image to the screen as shown in **Image 5**.
195 -
196 196  [[image:image-20240928111412-6.png||height="526" width="864"]]
197 197  
198 - Image 5: Add widgets
199 199  
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**.
200 200  
193 +[[image:Screenshot 2024-12-24 140459.png||height="278" width="290"]]
194 +
201 201  === **Modify widget properties** ===
202 202  
203 203  
204 -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.
205 205  
206 -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.
207 -
208 208  [[image:1727485118799-984.png]]
209 209  
210 - Image 6: The button widget's "Inspector" tab
211 211  
212 -
213 213  ==== **Changing the Button properties** ====
214 214  
215 215  
216 -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:
217 217  
218 -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
219 219  
220 220  [[image:1727485251053-655.png]]
221 221  
222 -Image 7: The button widget's "BUTTON" tab
223 223  
224 -
225 225  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.
226 226  
227 -* Click **ADD EVENT** button.
228 -* Select **CLICKED** under the Trigger.
229 -* Select **Screen2** from **Screen to**.
230 -* Select **FADE ON** from **Fade mode**.
231 -* Enter **500** in the **Speed** text box.
232 -* Finally, click **ADD** button.
221 +* Click **ADD EVENT** button. A new section will appear to configure this event.
233 233  
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 +
234 234  [[image:1727485480434-713.png||height="395" width="290"]]
235 235  
236 236   Image 8: Add an event for the button
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239 239  ==== **Changing the label properties** ====
240 240  
241 241  
242 -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.
243 243  
244 244  [[image:image-20240928090825-1.png||height="327" width="391"]]
245 245  
246 - Image 9:  Modify text of label widget
247 247  
245 +Once you enter the text, it will immediately appear on the label.
248 248  
247 +
249 249  ==== **Changing image properties** ====
250 250  
251 251  
252 -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.
253 253  
253 +One way is to move your image into the folder "…/squareline project/assets/", as shown in the image below.
254 +
254 254  [[image:image-20240928113424-9.png||height="355" width="505"]]
255 255  
256 - image 10 add image file into SquareLine Studio project
257 257  
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 +
258 258  [[image:image-20240928114139-10.png||height="559" width="810"]]
259 259  
260 - image 11 use image widget in SquareLine Studio
261 261  
262 -
263 263  ==== **The relationship between widgets** ====
264 264  
265 265  
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266 266  Widgets commonly have two types of relationships: **parallel** and **parent-child**.
267 267  
268 268  * 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, 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.
270 270  
271 271  [[image:1727486567182-334.png||height="318" width="278"]]
272 272  
273 273  
274 -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.
275 275  
276 276  [[image:image-20240928112001-8.png||height="431" width="796"]]
277 277  
278 - Image 13: Move Label1 to make it a child of Button1.
279 279  
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.
280 280  
281 +[[image:Screenshot 2024-12-24 144005.png||height="360" width="290"]]
282 +
283 +
281 281  ==== **Preview the screen** ====
282 282  
283 283  
284 -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.
285 285  
286 286  [[image:1727487368023-281.png]]
287 287  
288 - Image 14: Simulating the project
289 289  
290 -
291 291  For more information, please visit the official link: [[SquareLine Studio 1.4.2 Documentation ~| SquareLine Studio>>url:https://docs.squareline.io/docs/squareline/]].
292 292  
293 293  
... ... @@ -294,57 +294,62 @@
294 294  == 2.4 Integrate UI Code to ESP-IDF Project ==
295 295  
296 296  
297 -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.
298 298  
300 +On the  menubar, click **Export -> Export UI** Files as shown in the image below.
301 +
299 299  [[image:1727229798126-306.png]]
300 300  
301 - image 15 export UI file
302 302  
305 +The exported UI files can be found in your SquareLine project folder as shown in the image below.
306 +
307 +
303 303  [[image:1727229821582-258.png||height="333" width="662"]]
304 304  
305 - image 16 exported UI file
306 306  
307 -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.
308 308  
309 309  [[image:image-20240928144830-11.png]]
310 310  
311 - image 17 open CMakeLists.txt
312 312  
316 +Open the **CMakeLists.txt** file and edit it as ahown below.
317 +
313 313  [[image:1727229892636-154.png||height="521" width="407"]]
314 314  
315 - image 18 modify CMakeLists.txt
316 316  
317 -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.
318 318  
323 +Add **#include "ui.h"**
324 +
319 319  [[image:1727229926561-300.png]]
320 320  
321 - image 19 add "ui.h"
322 322  
328 +Add **ui_init();**
329 +
323 323  [[image:1727229955611-607.png]]
324 324  
325 - image 20 add "ui_init()"
326 326  
333 +== 2.5 Brief introduction to the Hello World project ==
327 327  
328 -== 2.5 Brief introduction of hello world project ==
329 329  
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.
330 330  
331 -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.
332 332  
333 -
334 334  == 2.6 Test Result ==
335 335  
336 336  
337 -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.
338 338  
344 +Screen 1:
345 +
339 339  [[image:1727488067077-684.png||height="402" width="574"]]
340 340  
341 - image 21 screen1
342 342  
349 +Screen 2:
350 +
343 343  [[image:1727488157579-949.png||height="397" width="572"]]
344 344  
345 - image 22 screen2
346 346  
347 -
348 348  = 3. Example Project 1: LoRa Central Display =
349 349  
350 350  [[image:image-20240916101737-1.png||height="468" width="683"]]
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352 352  
353 353  = 4. Example Project 2: LoRaWAN RS485 Alarm =
354 354  
355 -= 5. The way to add a new panel to project =
361 += 5. Adding new panel to the project =
356 356  
357 357  
358 -**~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.
359 359  
360 360  [[image:image-20241121113445-1.png||height="584" width="934"]]
361 361  
362 - image 5.1 a panel about water_leak
368 + Image 5.1: a panel about water_leak
363 363  
364 364  
365 -**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.
366 366  
367 367  [[image:image-20241121141120-4.png||height="383" width="795"]]
368 368  
369 - image 5.2 ui files exported
375 + Image 5.2: Exported UI files
370 370  
371 371  
372 -**3. Delete or rename some file.** Here are the steps:
378 +**3. Delete and rename some file.** Here are the steps:
373 373  
374 - Step1 Delete the 'components' directory.
375 - Step2 Delete 'filelist.txt'.
376 - Step3 Delete 'ui_helpers.c' and 'ui_helpers.h'.
377 - Step4 Rename 'ui_ScreenMain.c' in the 'screens' directory to 'ui_water_leak_style.c'.
378 - 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'.
379 379  
380 380  [[image:image-20241121151934-10.png||height="303" width="792"]]
381 381  
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385 385  
386 386   image 5.4 rest file (2)
387 387  
388 -**4. Open this project in vscode.**
394 +4. Open the project in **VS Code**.
389 389  
390 -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**."
391 391  
392 392  [[image:image-20241121181957-17.png||height="438" width="516"]]
393 393  
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397 397  
398 398   image 5.6 extra_lib/CMakeLists.txt after add
399 399  
400 -**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**.
401 401  
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 +
402 402  [[image:image-20241121171629-11.png]]
403 403  
404 404   image 5.7 before-modified font file
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407 407  
408 408   image 5.8 modified font file
409 409  
410 -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.
411 411  
412 412  [[image:image-20241121172714-13.png]]
413 413  
... ... @@ -417,7 +417,7 @@
417 417  
418 418   image 5.10 modified image file
419 419  
420 -**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).
421 421  
422 422  [[image:image-20241121180030-15.png]]
423 423  
... ... @@ -427,8 +427,9 @@
427 427  
428 428   image 5.12 ui_water_leak/CMakeLists.txt after modification
429 429  
430 -**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.
431 431  
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 +
432 432  [[image:image-20241122094200-23.png]]
433 433  
434 434   image 5.13 ui_water_leak.h (1) before modification
image-20241226135550-1.png
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