<
From version < 136.1 >
edited by BoYang Xie
on 2025/01/22 17:02
To version < 113.3 >
edited by BoYang Xie
on 2024/11/22 18:05
>
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3 3  (% style="text-align:center" %)
4 -[[image:image-20241226135550-1.png]]
2 +[[image:image-20240915231842-1.png]]
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9 9  (% _mstvisible="1" %)
10 10  (% _msthash="315238" _msttexthash="18964465" _mstvisible="3" %)**Table of Contents:**
11 11  
... ... @@ -20,20 +20,20 @@
20 20  
21 21  = 1.  Introduction =
22 22  
23 -== 1.1  What is the LTS5 LoRa HMI Touch Screen? ==
24 +== 1.1  What is LTS5 LoRa HMI touch screen ==
24 24  
25 25  
26 -The LTS5 is a (% style="color:blue" %)**LoRa / LoRaWAN HMI Touch Screen**(%%) designed for displaying information in IoT projects. It features a **5.0-inch HMI touch screen** and supports **Wi-Fi**, **Bluetooth**, and **LoRa** wireless protocols.
27 +LTS5 is a (% style="color:blue" %)LoRa / LoRaWAN HMI Touch Screen(%%) designed for display purpose of IoT project. It have a 5.0" HMI touch screen, and support WiFi, Bluetooch, LoRa wireless protocol.
27 27  
28 -The LTS5 is an open-source software project powered by an **ESP32 MCU** and a **Dragino LA66 LoRa** module. The extensive development resources available for ESP32 can significantly reduce development time.
29 +LTS5 is an Open Source software project. The MCU is ESP32 and Dragino LA66 LoRa module. There are lots of development source for ESP32 which can greatly reduce the development time.
29 29  
30 -The LTS5's HMI touch screen supports **drag-and-drop** design, allowing developers to use SquareLine to easily customize the display UI for various applications.
31 +The HMI touch screen of LTS5 supports drap & drop design. Developer can use SquareLine to easily customize the display UI for different application.
31 31  
32 -The LA66 LoRa module can be programmed to support either private LoRa protocols or the LoRaWAN protocol.
33 +LTS5 use LA66 LoRa module, this module can be program to support private LoRa protocol or LoRaWAN protocol.
33 33  
35 +
34 34  == 1.2  Features ==
35 35  
36 -
37 37  * ESP32-WROOM MCU: 8MB RAM & 16MB ROM
38 38  * Dragino LA66 LoRa Module
39 39  * Support Private LoRa protocol or LoRaWAN protocol
... ... @@ -46,7 +46,7 @@
46 46  * 5V DC power
47 47  * IP Rating: IP52
48 48  
49 -== 1.3  Specifications ==
50 +== 1.3  Specification ==
50 50  
51 51  
52 52  **LoRa**:
... ... @@ -101,37 +101,28 @@
101 101  * Smart Cities
102 102  * Smart Factory
103 103  
104 -= 2.  Getting Started with 'Hello World' =
105 += 2.  Getting Started with Hello World =
105 105  
106 106  == 2.1  About this demo ==
107 107  
108 108  
109 -This getting started example demonstrates how to design and deploy a simple display UI for the LTS5 device. The example includes:
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.
110 110  
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.
114 114  
115 -By completing this demo, you will gain foundational knowledge for customizing the LTS5 interface and building more advanced IoT applications.
116 -
117 -
118 118  == 2.2  Install Software Running Environment ==
119 119  
115 +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.
120 120  
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 +=== 2.2.1 Install VSCode and ESP-IDF extension ===
122 122  
123 123  
124 -=== 2.2.1 Install VS Code and ESP-IDF extension ===
120 +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]].
125 125  
122 +Next, you need to install the ESP-IDF extension within VSCode. The detailed operation steps are illustrated in image 1.
126 126  
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]].
128 -
129 -Next, install the **ESP-IDF** extension within **VS Code**. Detailed steps for this process are shown in Image 1.
130 -
131 -
132 132  [[image:image-20240928110211-5.png||height="508" width="866"]]
133 133  
134 - Image 1: ESP-IDF extension install
126 + image 1 ESP-IDF extension install
135 135  
136 136  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]]
137 137  
... ... @@ -139,218 +139,159 @@
139 139  === 2.2.2 Install SquareLine Studio ===
140 140  
141 141  
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.
134 +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]].
143 143  
144 -[[image:squareline.io_downloads.png||height="888" width="1294"]]
136 +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.
145 145  
146 146  
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:
139 +== 2.3 Simple usage of SquareLine Studio and export UI code ==
148 148  
149 -* Max. 10 screens
150 -* Max. 150 widgets
151 -* Max. 5 global colors
152 -* Max. 2 themes
153 -* Max. 1 component
154 154  
155 -== 2.3 Simple usage of SquareLine Studio and exporting UI code ==
142 +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.
156 156  
144 +[[image:image-20240928103357-2.png||height="680" width="708"]]
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**.
146 + image 2 create a SquareLine project
159 159  
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.
148 +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.
162 162  
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 -
168 168  [[image:1727229582471-566.png]]
169 169  
152 + image 3 project settings
170 170  
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 -
177 177  [[image:image-20240928105309-4.png||height="526" width="556"]]
178 178  
156 + image 4 modify project settings
179 179  
180 -Now you can start building the user interface. Follow the steps below:
158 +Now we can start to use this software. Here are some usage information for this software.
181 181  
160 +**~1. add widget**
182 182  
183 -=== **Add widgets** ===
162 +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.
184 184  
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 -
188 188  [[image:image-20240928111412-6.png||height="526" width="864"]]
189 189  
166 + 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**.
168 +**2. modify widget**
192 192  
193 -[[image:Screenshot 2024-12-24 140459.png||height="278" width="290"]]
170 +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".
194 194  
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 -
200 200  [[image:1727485118799-984.png]]
201 201  
174 + image 6 the button widget's "Inspector" tab
202 202  
203 -==== **Changing the Button properties** ====
176 +Second part: "Layout" means a auto position-management for widgets contained in the parent widget. "Transform" includes size, position and align modification.
204 204  
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 -
216 216  [[image:1727485251053-655.png]]
217 217  
180 +image 7 the button widget's "BUTTON" tab
218 218  
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.
182 +Third part: It is an area of style setting.
220 220  
221 -* Click **ADD EVENT** button. A new section will appear to configure this event.
184 +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.
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 - Image 8: Add an event for the button
188 + image 8 add event for button
235 235  
190 +**3. change label widget content**
236 236  
237 -==== **Changing the label properties** ====
192 +Modify the content in text as shown in image 9, the text content of label widget will be changed accordingly.
238 238  
239 -
240 -Click the Label you have added to the screen. Under the **Label** section, type "**Click for Detail**" in the **Text** textbox.
241 -
242 242  [[image:image-20240928090825-1.png||height="327" width="391"]]
243 243  
196 + image 9 modify text content of label widget
244 244  
245 -Once you enter the text, it will immediately appear on the label.
198 +**4. Add image into project**
246 246  
200 +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.
247 247  
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 -
255 255  [[image:image-20240928113424-9.png||height="355" width="505"]]
256 256  
204 + 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  
208 + image 11 use image widget in SquareLine Studio
262 262  
263 -==== **The relationship between widgets** ====
210 +**5. The relationship between widgets**
264 264  
212 +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.
265 265  
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 -
271 271  [[image:1727486567182-334.png||height="318" width="278"]]
272 272  
216 +image 12 move label1 to make label1 widget be a child of button1 widget(1)
273 273  
274 -Move the label, **Label1** to make it a child of **Button1** as shown in the image below.
275 -
276 276  [[image:image-20240928112001-8.png||height="431" width="796"]]
277 277  
220 + image 13 move label1 to make label1 widget be a child of button1 widget(2)
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.
222 +**6. Preview the final effect**
280 280  
281 -[[image:Screenshot 2024-12-24 144005.png||height="360" width="290"]]
224 +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.
282 282  
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 -
289 289  [[image:1727487368023-281.png]]
290 290  
228 + image 14 click on the triangle icon to start or end the simulation
291 291  
292 -For more information, please visit the official link: [[SquareLine Studio 1.4.2 Documentation ~| SquareLine Studio>>url:https://docs.squareline.io/docs/squareline/]].
230 +For more detailed usage, please visit the official link: [[SquareLine Studio 1.4.2 Documentation ~| SquareLine Studio>>url:https://docs.squareline.io/docs/squareline/]].
293 293  
294 294  
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.
236 +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  
240 + 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  
244 + 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.
246 +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  
250 + 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  
254 + 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.
256 +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  
260 + image 19 add "ui.h"
327 327  
328 -Add **ui_init();**
329 -
330 330  [[image:1727229955611-607.png]]
331 331  
264 + image 20 add "ui_init()"
332 332  
333 -== 2.5 Brief introduction to the Hello World project ==
334 334  
267 +== 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  
270 +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  
272 +
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.
276 +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  
280 + image 21 screen1
348 348  
349 -Screen 2:
350 -
351 351  [[image:1727488157579-949.png||height="397" width="572"]]
352 352  
284 + image 22 screen2
353 353  
286 +
354 354  = 3. Example Project 1: LoRa Central Display =
355 355  
356 356  [[image:image-20240916101737-1.png||height="468" width="683"]]
... ... @@ -358,31 +358,28 @@
358 358  
359 359  = 4. Example Project 2: LoRaWAN RS485 Alarm =
360 360  
361 -= 5. Adding new panel to the project =
294 += 5.  The way to add a new panel to project =
362 362  
296 +**~1. Design a panel in SquareLine Studio, using image 5.1 below as a reference.**
363 363  
364 -**~1. **Design a panel in SquareLine Studio, as shown in Image 5.1 below for reference.
365 -
366 366  [[image:image-20241121113445-1.png||height="584" width="934"]]
367 367  
368 - Image 5.1: a panel about water_leak
300 + image 5.1 a panel about water_leak
369 369  
302 +**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 -**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 -
373 373  [[image:image-20241121141120-4.png||height="383" width="795"]]
374 374  
375 - Image 5.2: Exported UI files
306 + image 5.2 ui files exported
376 376  
308 +**3. Delete or rename some file.** Here are the steps:
377 377  
378 -**3. Delete and rename some file.** Here are the steps:
310 + Step1 Delete the 'components' directory.
311 + Step2 Delete 'filelist.txt'.
312 + Step3 Delete 'ui_helpers.c' and 'ui_helpers.h'.
313 + Step4 Rename 'ui_ScreenMain.c' in the 'screens' directory to 'ui_water_leak_style.c'.
314 + Step5 Rename the 'screens' directory to 'styles'.
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'.
385 -
386 386  [[image:image-20241121151934-10.png||height="303" width="792"]]
387 387  
388 388   image 5.3 rest file (1)
... ... @@ -391,9 +391,9 @@
391 391  
392 392   image 5.4 rest file (2)
393 393  
394 -4. Open the project in **VS Code**.
324 +**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**."
326 +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  
... ... @@ -403,10 +403,8 @@
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**.
336 +**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
... ... @@ -415,7 +415,7 @@
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.
346 +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).
356 +**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  
366 +**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
... ... @@ -512,7 +512,6 @@
512 512  
513 513   image 5.26 ui_water_leak_events_.c after modification
514 514  
515 -
516 516  **12. Modify ui_water_leak_style.c file.**
517 517  
518 518  Step1. '#include "../ui.h"'~-~->#include '"../ui_water_leak.h"'
... ... @@ -529,7 +529,6 @@
529 529  
530 530   image 5.28 ui_water_leak_style.c (1) after modification
531 531  
532 -
533 533  Step2. modify 'void ui_ScreenMain_screen_init(void)'~-~->'panel_with_type create_water_leak(uint8_t index)'
534 534  
535 535   delete code as shown in image 5.29
... ... @@ -538,7 +538,6 @@
538 538  
539 539   image 5.29 ui_water_leak_style.c (2)
540 540  
541 -
542 542  Step3. The image 5.30, 5.31 show the change.
543 543  
544 544  [[image:image-20241122152026-45.png||height="277" width="828"]]
... ... @@ -549,7 +549,6 @@
549 549  
550 550   image 5.31 ui_water_leak_style.c (3) after modification
551 551  
552 -
553 553  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).
554 554  
555 555  [[image:image-20241122153958-47.png]]
... ... @@ -560,7 +560,6 @@
560 560  
561 561   image 5.33 ui_water_leak_style.c (4)
562 562  
563 -
564 564  Step5. Delete event function in code which was just pasted in extra_lib/sort.h(The process is shown in image 5.34).
565 565  
566 566  [[image:image-20241122155650-50.png||height="922" width="513"]]
... ... @@ -567,7 +567,6 @@
567 567  
568 568   image 5.34 ui_water_leak_style.c (5)
569 569  
570 -
571 571  Step6. Add some lines of code in extra_lib/sort.h as shown in image 5.35.
572 572  
573 573  [[image:image-20241122161934-51.png]]
... ... @@ -574,7 +574,6 @@
574 574  
575 575   image 5.35
576 576  
577 -
578 578  Step7. Add a line of code in extra_lib/sort.h as shown in image 5.36.
579 579  
580 580  [[image:image-20241122162852-53.png||height="330" width="529"]]
... ... @@ -581,7 +581,6 @@
581 581  
582 582   image 5.37
583 583  
584 -
585 585  Step8. Add some code in ui_water_leak_style.c as shown in image 5.38 from line534 to line 576 in detail.
586 586  
587 587  panel_with_type union_sensor;
... ... @@ -600,7 +600,6 @@
600 600  
601 601   image 5.38
602 602  
603 -
604 604  **13. Modify sort.c file.**
605 605  
606 606  Add a line of code ~-~-'#include "ui_water_leak.h"' as shown in image 5.39 line 16.
... ... @@ -612,6 +612,9 @@
612 612  There are still some changes need to be done in sort.c, and omit here for the moment.
613 613  
614 614  
533 +
534 +
535 +
615 615  = 6. FAQ =
616 616  
617 617  == 6.1 ==
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