<
From version < 135.1 >
edited by Dilisi S
on 2024/12/26 18:50
To version < 130.1 >
edited by Dilisi S
on 2024/12/24 21:40
>
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10 10  (% _msthash="315238" _msttexthash="18964465" _mstvisible="3" %)**Table of Contents:**
11 11  
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141 141  
142 142  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.
143 143  
144 -[[image:squareline.io_downloads.png||height="888" width="1294"]]
145 +[[image:squareline.io_downloads.png]]
145 145  
146 146  
147 147  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:
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155 155  == 2.3 Simple usage of SquareLine Studio and exporting UI code ==
156 156  
157 157  
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**.
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.
159 159  
161 +* Select major **LVGL** version: **8.3**.
162 +* Select the **Desktop** tab.
163 +* Select  **Eclipse with  SDL for  development on PC**:
160 160  * In the **PROJECT SETTINGS**, select **LVGL version **as **8.3.11** and **Resolution** as **800** x **480**.
161 161  * Select the **CREATE **button to create the new project with the selected settings.
162 162  
163 -[[image:squareline-studio-launcher-screen.png||height="752" width="1415"]]
167 +[[image:image-20240928103357-2.png||height="680" width="708"]]
164 164  
165 165  
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.
170 +Next, you need to configure some additional settings for this project. Select** File  -> Project Settings** as shown in the image below.
167 167  
168 168  [[image:1727229582471-566.png]]
169 169  
170 170  
171 -In the **PROJECT SETTINGS** dialog box, configure/modify the project settings as shown in the image below.
175 +In the PROJECT SETTINGS dialog box, configure/modify the project settings:
172 172  
173 173  * **UI Files Export Root**: Select a folder on your computer to store the UI files.
174 174  * **LVGL Include Path**: Set this to **lvgl.h**
175 -* Click on the **APPLY CHANGES** button.
179 +* **Click on the APPLY CHANGES button.**
176 176  
177 177  [[image:image-20240928105309-4.png||height="526" width="556"]]
178 178  
183 + Image 4 Configure/modify project settings
179 179  
180 -Now you can start building the user interface. Follow the steps below:
181 181  
186 +Now you can start building the sample UI. Follow the steps below:
182 182  
188 +
183 183  === **Add widgets** ===
184 184  
185 185  
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.
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.
187 187  
194 +Add a Label, Button, and Image to the screen as shown in **Image 5**.
195 +
188 188  [[image:image-20240928111412-6.png||height="526" width="864"]]
189 189  
198 + Image 5: Add widgets
190 190  
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**.
192 192  
193 -[[image:Screenshot 2024-12-24 140459.png||height="278" width="290"]]
194 -
195 195  === **Modify widget properties** ===
196 196  
197 197  
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.
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.
199 199  
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 +
200 200  [[image:1727485118799-984.png]]
201 201  
210 + Image 6: The button widget's "Inspector" tab
202 202  
212 +
203 203  ==== **Changing the Button properties** ====
204 204  
205 205  
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:
216 +Click the Button.
207 207  
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
218 +Under the "Layout" you can change the button's position and size.
215 215  
216 216  [[image:1727485251053-655.png]]
217 217  
222 +Image 7: The button widget's "BUTTON" tab
218 218  
224 +
219 219  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.
220 220  
221 -* Click **ADD EVENT** button. A new section will appear to configure this event.
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.
222 222  
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 -
232 232  [[image:1727485480434-713.png||height="395" width="290"]]
233 233  
234 234   Image 8: Add an event for the button
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237 237  ==== **Changing the label properties** ====
238 238  
239 239  
240 -Click the Label you have added to the screen. Under the **Label** section, type "**Click for Detail**" in the **Text** textbox.
242 +Click the label. Under the **Label** section, type "Click For Detail" in the **Text** textbox.
241 241  
242 242  [[image:image-20240928090825-1.png||height="327" width="391"]]
243 243  
246 + Image 9:  Modify text of label widget
244 244  
245 -Once you enter the text, it will immediately appear on the label.
246 246  
247 -
248 248  ==== **Changing image properties** ====
249 249  
250 250  
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 +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.
252 252  
253 -One way is to move your image into the folder "…/squareline project/assets/", as shown in the image below.
254 -
255 255  [[image:image-20240928113424-9.png||height="355" width="505"]]
256 256  
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 -
260 260  [[image:image-20240928114139-10.png||height="559" width="810"]]
261 261  
260 + image 11 use image widget in SquareLine Studio
262 262  
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.
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.
270 270  
271 271  [[image:1727486567182-334.png||height="318" width="278"]]
272 272  
273 273  
274 -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.
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.
278 278  
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 -
284 284  ==== **Preview the screen** ====
285 285  
286 286  
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.
284 +You can test the result by clicking on the **PLAY** button. The screen will change into play mode. See Image 14.
288 288  
289 289  [[image:1727487368023-281.png]]
290 290  
288 + Image 14: Simulating the project
291 291  
290 +
292 292  For more information, please visit the official link: [[SquareLine Studio 1.4.2 Documentation ~| SquareLine Studio>>url:https://docs.squareline.io/docs/squareline/]].
293 293  
294 294  
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295 295  == 2.4 Integrate UI Code to ESP-IDF Project ==
296 296  
297 297  
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.
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.
299 299  
300 -On the  menubar, click **Export -> Export UI** Files as shown in the image below.
301 -
302 302  [[image:1727229798126-306.png]]
303 303  
301 + image 15 export UI file
304 304  
305 -The exported UI files can be found in your SquareLine project folder as shown in the image below.
306 -
307 -
308 308  [[image:1727229821582-258.png||height="333" width="662"]]
309 309  
305 + image 16 exported UI file
310 310  
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.
307 +Create a empty directory entitled "ui" in path "basic_prj/app_components/ui/", and then copy all UI code exported to this directory.
312 312  
313 313  [[image:image-20240928144830-11.png]]
314 314  
311 + image 17 open CMakeLists.txt
315 315  
316 -Open the **CMakeLists.txt** file and edit it as ahown below.
317 -
318 318  [[image:1727229892636-154.png||height="521" width="407"]]
319 319  
315 + image 18 modify CMakeLists.txt
320 320  
321 -Open the main.c file and  add two lines of code as shown in the below images.
317 +The last step of integrating is adding two lines of code in main.c file.
322 322  
323 -Add **#include "ui.h"**
324 -
325 325  [[image:1727229926561-300.png]]
326 326  
321 + image 19 add "ui.h"
327 327  
328 -Add **ui_init();**
329 -
330 330  [[image:1727229955611-607.png]]
331 331  
325 + image 20 add "ui_init()"
332 332  
333 -== 2.5 Brief introduction to the Hello World project ==
334 334  
328 +== 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.
337 337  
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.
338 338  
333 +
339 339  == 2.6 Test Result ==
340 340  
341 341  
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.
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.
343 343  
344 -Screen 1:
345 -
346 346  [[image:1727488067077-684.png||height="402" width="574"]]
347 347  
341 + image 21 screen1
348 348  
349 -Screen 2:
350 -
351 351  [[image:1727488157579-949.png||height="397" width="572"]]
352 352  
345 + image 22 screen2
353 353  
347 +
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. Adding new panel to the project =
355 += 5. The way to add a new panel to project =
362 362  
363 363  
364 -**~1. **Design a panel in SquareLine Studio, as shown in Image 5.1 below for reference.
358 +**~1. Design a panel in SquareLine Studio, using image 5.1 below as a 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
362 + 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**' on the menu bar. This step was introduced earlier. After that, you can get the UI files as shown in Image 5.2.
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.
372 372  
373 373  [[image:image-20241121141120-4.png||height="383" width="795"]]
374 374  
375 - Image 5.2: Exported UI files
369 + image 5.2 ui files exported
376 376  
377 377  
378 -**3. Delete and rename some file.** Here are the steps:
372 +**3. Delete or rename some file.** Here are the steps:
379 379  
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'.
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'.
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 the project in **VS Code**.
388 +**4. Open this project in vscode.**
395 395  
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**."
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.
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 the header files included in the fonts and images directories**.
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.
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 -
410 410  [[image:image-20241121171629-11.png]]
411 411  
412 412   image 5.7 before-modified font file
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415 415  
416 416   image 5.8 modified font file
417 417  
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.
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.
419 419  
420 420  [[image:image-20241121172714-13.png]]
421 421  
... ... @@ -425,7 +425,7 @@
425 425  
426 426   image 5.10 modified image file
427 427  
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).
420 +**7. Modify the ui_water_leak/CMakeLists.txt.** Open this file, and modify it from image 5.11 to image 5.12.
429 429  
430 430  [[image:image-20241121180030-15.png]]
431 431  
... ... @@ -435,9 +435,8 @@
435 435  
436 436   image 5.12 ui_water_leak/CMakeLists.txt after modification
437 437  
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.
438 438  
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 -
441 441  [[image:image-20241122094200-23.png]]
442 442  
443 443   image 5.13 ui_water_leak.h (1) before modification
image-20241226135550-1.png
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