12 KiB
Developer documentation
This page is meant to guide you through the source code, so you can find the relevant files for what you're working on.
Rough structure of the code
FreeRTOS
Infinitime is based on [FreeRTOS]https://www.freertos.org), a real-time operating system. FreeRTOS provides several quality of life abstractions (for example easy software timers) and most importantly supports multiple tasks. If you want to read up on real-time operating systems, you can look here and here. The main "process" creates at least one task and then starts the FreeRTOS task scheduler. This main "process" is the standard main() function inside main.cpp. The task scheduler is responsible for giving every task enough cpu time. As there is only one core on the SoC of the PineTime, real concurrency is impossible and the scheduler has to swap tasks in and out to emulate it.
Tasks
Tasks are created by calling xTaskCreate and passing a function with the
signature void functionName(void*).
For more info on task creation see the FreeRTOS
Documentation.
In our case, main calls systemTask.Start(), which creates the "MAIN" task.
The function running inside that task is SystemTask::Work().
You may also see this task being referred to as the work task.
Both functions are located inside
systemtask/SystemTask.cpp.
SystemTask::Work() initializes all the driver and controller objects.
It also starts the task "displayapp", which is responsible for launching and
running apps, controlling the screen and handling touch events (or forwarding
them to the active app).
You can find the "displayapp" task inside
displayapp/DisplayApp.cpp.
There are also other tasks that are responsible for Bluetooth ("ll" and "ble"
inside
libs/mynewt-nimble/porting/npl/freertos/src/nimble_port_freertos.c)
and periodic tasks like heartrate measurements
(heartratetask/HeartRateTask.cpp).
While it is possible for you to create your own task when you need it, it is
recommended to just add functionality to SystemTask::Work() if possible.
If you absolutely need to create another task, try to guess how much stack
space (in words/4-byte packets)
it will need instead of just typing in a large-ish number.
You can use the define configMINIMAL_STACK_SIZE which is currently set to 120
words.
Controllers
Controllers in InfiniTime are singleton objects that can provide access to certain resources to apps. Some of them interface with drivers, others are the driver for the resource. The resources provided don't have to be hardware-based. They are declared in main.cpp and initialized in systemtask/SystemTask.cpp. Some controllers can be passed by reference to apps that need access to the resource (for example vibration motor). They reside in components/ inside their own subfolder.
For more detail, please see the How to implement an app section below.
Bluetooth
Header files with short documentation for the functions are inside libs/mynewt-nimble/nimble/host/include/host/.
How to implement an app
Theory
The user interface of InfiniTime is made up of screens. Screens that are opened from the app launcher are considered apps. Every app in InfiniTime is it's own class. An instance of the class is created when the app is launched and destroyed when the user exits the app. They run inside the "displayapp" task (briefly discussed here). Apps are responsible for everything drawn on the screen when they are running. By default, apps only do something (as in a function is executed) when they are created or when a touch event is detected.
Interface
Every app class has to be inside the namespace Pinetime::Applications::Screens
and inherit from Screen.
The constructor should have at least one parameter DisplayApp* app, which it
needs for the constructor of its parent class Screen.
Other parameters should be references to controllers that the app needs.
A destructor is needed to clean up LVGL and restore any changes (for example
re-enable sleeping).
App classes can override bool OnButtonPushed(), bool OnTouchEvent(TouchEvents event) and bool OnTouchEvent(uint16_t x, uint16_t y) to implement their own
functionality for those events.
If an app only needs to display some text and do something upon a touch screen
button press,
it does not need to override any of these functions, as LVGL can also handle
touch events for you.
If you have any doubts, you can always look at how the other apps are doing
things.
Continuous updating
If your app needs to be updated continuously, you can do so by overriding the
Refresh() function in your class and calling lv_task_create inside the
constructor.
An example call could look like this:
taskRefresh = lv_task_create(RefreshTaskCallback, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, this);
With taskRefresh being a member variable of your class and of type
lv_task_t*.
Remember to delete the task again using lv_task_del.
The function RefreshTaskCallback is inherited from Screen and just calls
your Refresh function.
Creating your own app
A minimal app could look like this:
MyApp.h:
#pragma once
#include "displayapp/screens/Screen.h"
#include <lvgl/lvgl.h>
namespace Pinetime {
namespace Applications {
namespace Screens {
class MyApp : public Screen {
public:
MyApp(DisplayApp* app);
~MyApp() override;
};
}
}
}
MyApp.cpp:
#include "displayapp/screens/MyApp.h"
#include "displayapp/DisplayApp.h"
using namespace Pinetime::Applications::Screens;
MyApp::MyApp(DisplayApp* app) : Screen(app) {
lv_obj_t* title = lv_label_create(lv_scr_act(), nullptr);
lv_label_set_text_static(title, "My test application");
lv_label_set_align(title, LV_LABEL_ALIGN_CENTER);
lv_obj_align(title, lv_scr_act(), LV_ALIGN_CENTER, 0, 0);
}
MyApp::~MyApp() {
lv_obj_clean(lv_scr_act());
}
Both of these files should be in displayapp/screens/ or displayapp/screens/settings/ if it's a setting app.
Now we have our very own app, but InfiniTime does not know about it yet.
The first step is to include your MyApp.cpp (or any new cpp files for that
matter)
in the compilation by adding it to CMakeLists.txt.
The next step to making it launchable is to give your app an id.
To do this, add an entry in the enum class Pinetime::Applications::Apps
(displayapp/Apps.h).
Name this entry after your app. Add #include "displayapp/screens/MyApp.h" to
the file displayapp/DisplayApp.cpp.
Now, go to the function DisplayApp::LoadApp and add another case to the switch
statement.
The case will be the id you gave your app earlier.
If your app needs any additional arguments, this is the place to pass them.
If you want to add your app in the app launcher, add your app in
displayapp/screens/ApplicationList.cpp
to one of the CreateScreen functions, or add another CreateScreen function
if there are no empty spaces for your app. If your app is a setting, do the same
procedure in
displayapp/screens/settings/Settings.cpp.
You should now be able to build the firmware and flash it to your PineTime. Yay!
Please remember to pay attention to the UI guidelines when designing an app that you want to be included in InfiniTime.
Generating the fonts and symbols
You can download fonts using the links below:
Generate the fonts:
- Open the LVGL font converter
- Name : jetbrains_mono_bold_20
- Size : 20
- Bpp : 1 bit-per-pixel
- Do not enable font compression and horizontal subpixel hinting
- Load the file
JetBrainsMono-Bold.tff(use the file in this repo to ensure the version matches) and specify the following range :0x20-0x7f, 0x410-0x44f - Add a 2nd font, load the file
FontAwesome5-Solid+Brands+Regular.woffand specify the following range :0xf293, 0xf294, 0xf244, 0xf240, 0xf242, 0xf243, 0xf241, 0xf54b, 0xf21e, 0xf1e6, 0xf54b, 0xf017, 0xf129, 0xf03a, 0xf185, 0xf560, 0xf001, 0xf3fd, 0xf069, 0xf1fc, 0xf45d, 0xf59f, 0xf5a0, 0xf029, 0xf027, 0xf028, 0xf6a9, 0xf04b, 0xf04c, 0xf048, 0xf051, 0xf095, 0xf3dd, 0xf04d, 0xf2f2, 0xf024, 0xf252, 0xf569, 0xf201, 0xf06e, 0xf015 - Click on Convert, and download the file
jetbrains_mono_bold_20.cand copy it insrc/DisplayApp/Fonts - Add the font .c file path to src/CMakeLists.txt
- Add an LV_FONT_DECLARE line in src/libs/lv_conf.h
Add new symbols:
- Browse the cheatsheet and find your new symbols
- For each symbol, add its hex code (0xf641 for the 'Ad' icon, for example) to the Range list (Remember to keep this readme updated with newest range list)
- Convert this hex value into a UTF-8 code using this site
- Define the new symbols in
src/displayapp/screens/Symbols.h:
static constexpr const char* newSymbol = "\xEF\x86\x85";
Simple method to generate a font
If you want to generate a basic font containing only numbers and letters, you can use the above settings but instead of specifying a range, simply list the characters you need in the Symbols field and leave the range blank. This is the approach used for the PineTimeStyle watchface. This works well for fonts which will only be used to display numbers, but will fail if you try to add a colon or other punctuation.
- Open the LVGL font converter
- Name : open_sans_light
- Size : 150
- Bpp : 1 bit-per-pixel
- Do not enable font compression and horizontal subpixel hinting
- Load the file
open_sans_light.tff(use the file in this repo to ensure the version matches) and specify the following symbols :0123456789 - Click on Convert, and download the file
open_sans_light.cand copy it insrc/DisplayApp/Fonts - Add the font .c file path to src/CMakeLists.txt (search for jetbrains to find the appropriate location/format)
- Add an LV_FONT_DECLARE line in src/libs/lv_conf.h (as above)
Navigation font
To create the navigtion.ttf I use the web app icomoon. This app can import the svg files from the folder src/displayapp/icons/navigation/unique and create a ttf file the project for the site is lv_font_navi_80.json you can import it to add or remove icons
You can also use the online LVGL tool to create the .c
ttf file : navigation.ttf name : lv_font_navi_80 size : 80px Bpp : 2 bit-per-pixel range : 0xe900-0xe929
$lv_font_conv --font navigation.ttf -r '0xe900-0xe929' --size 80 --format lvgl --bpp 2 --no-prefilter -o lv_font_navi_80.c
I use the method above to create the other ttf
Creating a stopwatch in PineTime
This article from Pankaj Raghav describes in details how to create a stopwatch app in InfiniTime.
Tips on designing an app UI
- Align objects all the way to the edge or corner
- Buttons should generally be at least 50px high
- Buttons should generally be on the bottom edge
- Make interactable objects big
- When using a page indicator, leave 8px for it on the right side
- It is acceptable to leave 8px on the left side as well to center the content
- Top bar takes at least 20px + padding
- Top bar right icons move 8px to the left when using a page indicator
- A black background helps to hide the screen border, allowing the UI to look less cramped when utilizing the entire display area.
