Rdzleo c24a9bc162 feat: 集成 dzbj LVGL 显示模块 + 配网模式内存优化
阶段1: 将 dzbj 项目的 LVGL 8.3.11 LCD 显示集成到 AI小智 主项目,
开机显示 ScreenHome 界面,同时优化配网模式下的内存使用,
确保 WiFi+BLE+LVGL 三者共存运行。

## 新增功能

### dzbj 显示模块集成
- 新增 main/dzbj/ 目录,移植 LCD 驱动(ST77916 QSPI)、触摸驱动(CST816S)、
  LVGL 初始化和 SquareLine Studio UI 界面
- I2C 总线共享:dzbj 触摸控制器复用主项目的 I2C_NUM_1 总线
- GPIO 冲突解决:LED(GPIO21)、Touch1(GPIO1)、Touch4(GPIO7) 改为 NC,
  电池 ADC 从 GPIO6 改为 GPIO3
- 添加 LVGL、esp_lcd_st77916、esp_lcd_touch_cst816s 等组件依赖
- managed_components 纳入版本管理

### 配网模式轻量化启动
- BoxAudioCodec: 新增 output_only 模式,仅创建 I2S TX 通道(省 ~13KB DMA)
  跳过 ES7210 ADC 初始化(省 ~2-4KB)
- AudioCodec: 新增 StartOutputOnly() 方法,仅启用扬声器输出
- Application: 配网模式跳过 Opus 编码器、输入重采样器、协议初始化、
  天气位置检测等网络业务
- 板级构造函数: 配网模式跳过电池检测、IMU传感器、PowerSaveTimer

### WifiBoard 配网流程修复
- NeedsProvisioning() 静态方法: 读取 NVS force_ap 和 SSID 列表,
  用于提前判断配网模式
- force_ap 竞态修复: 构造函数不再清零 force_ap,改在 StartNetwork() 清零,
  确保 NeedsProvisioning() 能正确读到 force_ap=1
- Application 缓存 provisioning_mode_ 成员变量,避免重复读 NVS

### BLE 配网重启修复
- 配网成功后用 esp_timer 延迟重启替代 xTaskCreate,
  避免内存紧张时任务创建失败导致设备不重启
- 注释掉 WiFi 连接成功后的 MAC 地址发送步骤

### sdkconfig 内存优化
- BT_ALLOCATION_FROM_SPIRAM_FIRST=y (BLE 动态分配优先 PSRAM)
- SPIRAM_MALLOC_RESERVE_INTERNAL=32768
- NVS_ALLOCATE_CACHE_IN_SPIRAM=y
- WiFi 静态缓冲区数量优化 (RX=10, TX=8)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:07:51 +08:00

3.6 KiB

Lottie player

Allows to use Lottie animations in LVGL. Taken from this base repository

LVGL provides the interface to Samsung/rlottie library's C API. That is the actual Lottie player is not part of LVGL, it needs to be built separately.

Build Rlottie

To build Samsung's Rlottie C++14-compatible compiler and optionally CMake 3.14 or higher is required.

To build on desktop you can follow the instructions from Rlottie's README. In the most basic case it looks like this:

mkdir rlottie_workdir
cd rlottie_workdir
git clone https://github.com/Samsung/rlottie.git
mkdir build
cd build
cmake ../rlottie
make -j
sudo make install

And finally add the -lrlottie flag to your linker.

On embedded systems you need to take care of integrating Rlottie to the given build system.

Usage

You can use animation from files or raw data (text). In either case first you need to enable LV_USE_RLOTTIE in lv_conf.h.

The width and height of the object be set in the create function and the animation will be scaled accordingly.

Use Rlottie from file

To create a Lottie animation from file use:

  lv_obj_t * lottie = lv_rlottie_create_from_file(parent, width, height, "path/to/lottie.json");

Note that, Rlottie uses the standard STDIO C file API, so you can use the path "normally" and no LVGL specific driver letter is required.

Use Rlottie from raw string data

lv_example_rlottie_approve.c contains an example animation in raw format. Instead storing the JSON string a hex array is stored for the following reasons:

  • avoid escaping " in the JSON file
  • some compilers don't support very long strings

lvgl/scripts/filetohex.py can be used to convert a Lottie file a hex array. E.g.:

./filetohex.py path/to/lottie.json > out.txt

To create an animation from raw data:

extern const uint8_t lottie_data[];
lv_obj_t* lottie = lv_rlottie_create_from_raw(parent, width, height, (const char *)lottie_data);

Getting animations

Lottie is standard and popular format so you can find many animation files on the web. For example: https://lottiefiles.com/

You can also create your own animations with Adobe After Effects or similar software.

Controlling animations

LVGL provides two functions to control the animation mode: lv_rlottie_set_play_mode and lv_rlottie_set_current_frame. You'll combine your intentions when calling the first method, like in these examples:

lv_obj_t * lottie = lv_rlottie_create_from_file(scr, 128, 128, "test.json");
lv_obj_center(lottie);
// Pause to a specific frame
lv_rlottie_set_current_frame(lottie, 50);
lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PAUSE); // The specified frame will be displayed and then the animation will pause

// Play backward and loop
lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PLAY | LV_RLOTTIE_CTRL_BACKWARD | LV_RLOTTIE_CTRL_LOOP);

// Play forward once (no looping)
lv_rlottie_set_play_mode(lottie, LV_RLOTTIE_CTRL_PLAY | LV_RLOTTIE_CTRL_FORWARD);

The default animation mode is play forward with loop.

If you don't enable looping, a LV_EVENT_READY is sent when the animation can not make more progress without looping.

To get the number of frames in an animation or the current frame index, you can cast the lv_obj_t instance to a lv_rlottie_t instance and inspect the current_frame and total_frames members.

Example


.. include:: ../../examples/libs/rlottie/index.rst

API


.. doxygenfile:: lv_rlottie.h
  :project: lvgl