Last modified by Xiaoling on 2025/06/10 18:03

From version 132.1
edited by Dilisi S
on 2024/12/25 01:39
Change comment: Dec 24 edits - part 3
To version 123.1
edited by Dilisi S
on 2024/12/24 04:36
Change comment: Dec 23 edits - Part 1

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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 1.5.0. See the image below.
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.
144 144  
145 145  [[image:squareline.io_downloads.png]]
146 146  
... ... @@ -156,141 +156,137 @@
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. Then select the **Desktop** tab. Select the development platform, **Eclipse with  SDL for development on PC**.
159 +After launching and logging into the software, create a new project as shown in Image 2.
160 160  
161 -* In the **PROJECT SETTINGS**, select **LVGL version **as **8.3.11** and **Resolution** as **800** x **480**.
162 -* Select the **CREATE **button to create the new project with the selected settings.
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.
163 163  
164 -[[image:squareline-studio-launcher-screen.png]]
167 +[[image:image-20240928103357-2.png||height="680" width="708"]]
165 165  
169 + Image 2: Creating a new SquareLine project
166 166  
167 167  
168 -Next, you need to configure some additional settings for this project. To do so, select** File  -> Project Settings** as shown in the image below.
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.
169 169  
174 +* Select** File  -> Project Settings**
175 +
170 170  [[image:1727229582471-566.png]]
171 171  
178 + Image 3 accessing project settings
172 172  
173 -In the **PROJECT SETTINGS** dialog box, configure/modify the project settings as shown in the image below.
174 174  
181 +In the PROJECT SETTINGS dialog box, configure/modify the project settings:
182 +
175 175  * **UI Files Export Root**: Select a folder on your computer to store the UI files.
176 176  * **LVGL Include Path**: Set this to **lvgl.h**
177 -* Click on the **APPLY CHANGES** button.
185 +* **Click on the APPLY CHANGES button.**
178 178  
179 179  [[image:image-20240928105309-4.png||height="526" width="556"]]
180 180  
189 + Image 4 Configure/modify project settings
181 181  
182 -Now you can start building the user interface. Follow the steps below:
183 183  
192 +Now you can start building the sample UI. Follow the steps below:
184 184  
185 -=== **Add widgets** ===
186 186  
195 +=== Add widgets ===
187 187  
188 -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.
197 +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.
189 189  
199 +Add a Label, Button, and Image to the screen as shown in **Image 5**.
200 +
190 190  [[image:image-20240928111412-6.png||height="526" width="864"]]
191 191  
203 + Image 5: Add widgets
192 192  
193 -Then click the **Screen **widget to add the second screen. After adding the second screen, it will appear in the Screens panel as **Screen2**.
205 +=== Modify widget properties ===
194 194  
195 -[[image:Screenshot 2024-12-24 140459.png||height="278" width="290"]]
207 +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.
196 196  
197 -=== **Modify widget properties** ===
209 +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.
198 198  
199 -
200 -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.
201 -
202 202  [[image:1727485118799-984.png]]
203 203  
213 + Image 6: The button widget's "Inspector" tab
204 204  
205 -==== **Changing the Button properties** ====
206 206  
216 +==== Changing the Button properties ====
207 207  
208 -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:
218 +Click the Button.
209 209  
210 -* **Flex Flow**: No Layout
211 -* **Transform**:
212 -** **X**: 331 px
213 -** **Y**: 203 px
214 -** **Width**: 100 px
215 -** **Height**: 50 px
216 -** **Align**: CENTER
220 +Under the "Layout" you can change the button's position and size.
217 217  
218 218  [[image:1727485251053-655.png]]
219 219  
224 +Image 7: The button widget's "BUTTON" tab
220 220  
226 +
221 221  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.
222 222  
223 -* Click **ADD EVENT** button. A new section will appear to configure this event.
229 +* Click **ADD EVENT** button.
230 +* Select **CLICKED** under the Trigger.
231 +* Select **Screen2** from **Screen to**.
232 +* Select **FADE ON** from **Fade mode**.
233 +* Enter **500** in the **Speed** text box.
234 +* Finally, click **ADD** button.
224 224  
225 -[[image:Screenshot 2024-12-24 134937.png||height="80" width="290"]]
226 -
227 -* 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.
228 -
229 -[[image:Screenshot 2024-12-24 134818.png||height="222" width="290"]]
230 -
231 -* 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.
232 -* Finally, click the **ADD** button.
233 -
234 234  [[image:1727485480434-713.png||height="395" width="290"]]
235 235  
236 - Image 8: Add an event for the button
238 + Image 8: Add an event for the button
237 237  
238 238  
239 -==== **Changing the label properties** ====
241 +==== Changing the label properties ====
240 240  
243 +Click the label. Under the **Label** section, type "Click For Detail" in the **Text** textbox.
241 241  
242 -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  
248 + Image 9:  Modify text of label widget
246 246  
247 -Once you enter the text, it will immediately appear on the label.
248 248  
251 +==== 4. Changing image properties ====
249 249  
250 -==== **Changing image properties** ====
253 +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.
251 251  
252 -
253 -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.
254 -
255 -One way is to move your image into the folder "…/squareline project/assets/", as shown in the image below.
256 -
257 257  [[image:image-20240928113424-9.png||height="355" width="505"]]
258 258  
257 + image 10 add image file into SquareLine Studio project
259 259  
260 -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.
261 -
262 262  [[image:image-20240928114139-10.png||height="559" width="810"]]
263 263  
261 + image 11 use image widget in SquareLine Studio
264 264  
265 -==== **The relationship between widgets** ====
266 266  
264 +==== 5. The relationship between widgets ====
267 267  
268 268  Widgets commonly have two types of relationships: **parallel** and **parent-child**.
269 269  
270 270  * In a **parallel relationship**, widgets' positions are determined relative to a shared reference object.
271 -* 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.
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.
272 272  
273 273  [[image:1727486567182-334.png||height="318" width="278"]]
274 274  
275 275  
276 -Move the label, **Label1** to make it a child of **Button1** as shown in the image below.
274 +Move **Label1** to make it a child of **Button1**. See Image 13.
277 277  
278 278  [[image:image-20240928112001-8.png||height="431" width="796"]]
279 279  
278 + Image 13: Move Label1 to make it a child of Button1.
280 280  
281 -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.
282 282  
283 -[[image:Screenshot 2024-12-24 144005.png||height="360" width="290"]]
281 +**6. Preview the screen**
284 284  
283 +You can test the result by clicking on the **PLAY** button. The screen will change into play mode. See Image 14.
285 285  
286 -==== **Preview the screen** ====
287 -
288 -
289 -You can test the result by clicking on the **PLAY** button as shown in the image below. The screen will change into play mode.
290 -
291 291  [[image:1727487368023-281.png]]
292 292  
287 + Image 14: Simulating the project
293 293  
289 +
294 294  For more information, please visit the official link: [[SquareLine Studio 1.4.2 Documentation ~| SquareLine Studio>>url:https://docs.squareline.io/docs/squareline/]].
295 295  
296 296  
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297 297  == 2.4 Integrate UI Code to ESP-IDF Project ==
298 298  
299 299  
300 -To integrate, first export the UI code, then make some modifications, and finally relocate the UI code to a specific position within the project.
296 +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.
301 301  
302 302  [[image:1727229798126-306.png]]
303 303  
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317 317  
318 318   image 18 modify CMakeLists.txt
319 319  
320 -
321 321  The last step of integrating is adding two lines of code in main.c file.
322 322  
323 323  [[image:1727229926561-300.png]]
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356 356  
357 357  = 4. Example Project 2: LoRaWAN RS485 Alarm =
358 358  
359 -= 5. The way to add a new panel to project =
354 += 5.  The way to add a new panel to project =
360 360  
361 -
362 362  **~1. Design a panel in SquareLine Studio, using image 5.1 below as a reference.**
363 363  
364 364  [[image:image-20241121113445-1.png||height="584" width="934"]]
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365 365  
366 366   image 5.1 a panel about water_leak
367 367  
368 -
369 369  **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.
370 370  
371 371  [[image:image-20241121141120-4.png||height="383" width="795"]]
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372 372  
373 373   image 5.2 ui files exported
374 374  
375 -
376 376  **3. Delete or rename some file.** Here are the steps:
377 377  
378 378   Step1 Delete the 'components' directory.
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507 507  
508 508   image 5.26 ui_water_leak_events_.c after modification
509 509  
510 -
511 511  **12. Modify ui_water_leak_style.c file.**
512 512  
513 513  Step1. '#include "../ui.h"'~-~->#include '"../ui_water_leak.h"'
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524 524  
525 525   image 5.28 ui_water_leak_style.c (1) after modification
526 526  
527 -
528 528  Step2. modify 'void ui_ScreenMain_screen_init(void)'~-~->'panel_with_type create_water_leak(uint8_t index)'
529 529  
530 530   delete code as shown in image 5.29
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533 533  
534 534   image 5.29 ui_water_leak_style.c (2)
535 535  
536 -
537 537  Step3. The image 5.30, 5.31 show the change.
538 538  
539 539  [[image:image-20241122152026-45.png||height="277" width="828"]]
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544 544  
545 545   image 5.31 ui_water_leak_style.c (3) after modification
546 546  
547 -
548 548  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).
549 549  
550 550  [[image:image-20241122153958-47.png]]
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555 555  
556 556   image 5.33 ui_water_leak_style.c (4)
557 557  
558 -
559 559  Step5. Delete event function in code which was just pasted in extra_lib/sort.h(The process is shown in image 5.34).
560 560  
561 561  [[image:image-20241122155650-50.png||height="922" width="513"]]
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562 562  
563 563   image 5.34 ui_water_leak_style.c (5)
564 564  
565 -
566 566  Step6. Add some lines of code in extra_lib/sort.h as shown in image 5.35.
567 567  
568 568  [[image:image-20241122161934-51.png]]
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569 569  
570 570   image 5.35
571 571  
572 -
573 573  Step7. Add a line of code in extra_lib/sort.h as shown in image 5.36.
574 574  
575 575  [[image:image-20241122162852-53.png||height="330" width="529"]]
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576 576  
577 577   image 5.37
578 578  
579 -
580 580  Step8. Add some code in ui_water_leak_style.c as shown in image 5.38 from line534 to line 576 in detail.
581 581  
582 582  panel_with_type union_sensor;
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595 595  
596 596   image 5.38
597 597  
598 -
599 599  **13. Modify sort.c file.**
600 600  
601 601  Add a line of code ~-~-'#include "ui_water_leak.h"' as shown in image 5.39 line 16.
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