<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: GPL-3.0-only OR LicenseRef-Slint-Royalty-free-2.0 OR LicenseRef-Slint-Software-3.0 --> # Slint [![Component Registry](https://components.espressif.com/components/slint/slint/badge.svg)](https://components.espressif.com/components/slint/slint) Slint is a declarative GUI toolkit to build native user interfaces for desktop and embedded applications written in Rust, C++, or JavaScript. This component provides the C++ version of [Slint](https://slint.dev/) for the [Espressif IoT Development Framework](https://docs.espressif.com/projects/esp-idf/en/latest/esp32/index.html). It has been tested on ESP32-S3 devices. ![Screenshot](https://user-images.githubusercontent.com/959326/260754861-e2130cce-9d2b-4925-9536-88293818ac3e.jpeg) ## Getting Started ### Prerequisites * Install the [Espressif IoT Development Framework](https://docs.espressif.com/projects/esp-idf/en/latest/esp32/index.html) and open a terminal or command prompt with the environment set up. On Windows, follow the [Using the Command Prompt](https://docs.espressif.com/projects/esp-idf/en/latest/esp32/get-started/windows-setup.html#using-the-command-prompt) instructions, on macOS and Linux, follow the [Set up the Environment Variables](https://docs.espressif.com/projects/esp-idf/en/latest/esp32/get-started/linux-macos-setup.html#step-4-set-up-the-environment-variables) instructions. * Make sure that you have [Rust](https://esp-rs.github.io/book/installation/rust.html) installed. * Install the Rust toolchains for [Espressif SoCs with Xtensa and RISC-V targets](https://esp-rs.github.io/book/installation/riscv-and-xtensa.html). ### Hello World The following steps will guide from the a bare-bones esp-idf "hello_world" to a GUI with Slint. 1. Start by creating a new project: ```bash idf.py create-project slint-hello-world cd slint-hello-world ``` 2. Select your chipset with `idf.py set-target`, for example if you're using an `ESP32S3` chipset, run ```bash idf.py set-target esp32s3 ``` 3. Add a [Board Support Package](https://github.com/espressif/esp-bsp#esp-bsp-espressifs-board-support-packages) that matches your device as a dependency. For example, if you're using an ESP-BOX, run ```bash idf.py add-dependency esp-box ``` 4. Add Slint as a dependency: ```bash idf.py add-dependency slint/slint ``` 5. Ensure that Espressif's Rust toolchain is selected for building. Either set the `RUSTUP_TOOLCHAIN` environment variable to the value `esp` or create a file called `rust-toolchain.toml` in your project directory with the following contents: ```toml [toolchain] channel = "esp" ``` 6. Remove `main/slint-hello-world.c`. 7. Create a new file `main/slint-hello-world.cpp` with the following contents: ```cpp #include <stdio.h> #include <esp_err.h> #include <bsp/esp-bsp.h> #include <bsp/touch.h> #include <bsp/display.h> #include <slint-esp.h> #if defined(BSP_LCD_DRAW_BUFF_SIZE) # define DRAW_BUF_SIZE BSP_LCD_DRAW_BUFF_SIZE #else # define DRAW_BUF_SIZE (BSP_LCD_H_RES * CONFIG_BSP_LCD_DRAW_BUF_HEIGHT) #endif #include "appwindow.h" extern "C" void app_main(void) { /* Initialize display */ esp_lcd_panel_io_handle_t io_handle = NULL; esp_lcd_panel_handle_t panel_handle = NULL; const bsp_display_config_t bsp_disp_cfg = { .max_transfer_sz = DRAW_BUF_SIZE * sizeof(uint16_t), }; bsp_display_new(&bsp_disp_cfg, &panel_handle, &io_handle); /* Set display brightness to 100% */ bsp_display_backlight_on(); /* Initialize touch */ esp_lcd_touch_handle_t touch_handle = NULL; const bsp_touch_config_t bsp_touch_cfg = {}; bsp_touch_new(&bsp_touch_cfg, &touch_handle); /* Allocate a drawing buffer */ static std::vector<slint::platform::Rgb565Pixel> buffer(BSP_LCD_H_RES * BSP_LCD_V_RES); /* Initialize Slint's ESP platform support*/ slint_esp_init(SlintPlatformConfiguration { .size = slint::PhysicalSize({ BSP_LCD_H_RES, BSP_LCD_V_RES }), .panel_handle = panel_handle, .touch_handle = touch_handle, .buffer1 = buffer, .color_swap_16 = true }); /* Instantiate the UI */ auto ui = AppWindow::create(); /* Show it on the screen and run the event loop */ ui->run(); } ``` 8. Create `main/appwindow.slint` with the following contents: ``` import { VerticalBox, AboutSlint } from "std-widgets.slint"; export component AppWindow inherits Window { VerticalBox { AboutSlint {} Text { text: "Hello World"; font-size: 18px; horizontal-alignment: center; } } } ``` 9. Edit `main/CMakeLists.txt` to adjust for the new `slint-hello-world.cpp`, add `slint` as required component, and instruction the build system to compile `appwindow.slint` to `appwindow.h`. The file should look like this: ```cmake idf_component_register(SRCS "slint-hello-world.cpp" INCLUDE_DIRS "." REQUIRES slint) slint_target_sources(${COMPONENT_LIB} appwindow.slint) ``` 10. Open the configuration editor with `idf.py menuconfig`: * Change the stack size under `Component config --> ESP System Settings --> Main task stack size` to at least `8192`. You may need to tweak this value in the future if you run into stack overflows. * You may need additional device-specific settings. For example if your device has external SPI RAM, you may need to enable that. For details for ESP32-S3 based devices see how to [Configure the PSRAM](https://docs.espressif.com/projects/esp-idf/en/latest/esp32s3/api-guides/flash_psram_config.html#configure-the-psram). * Quit the editor with `Q` and save the configuration. Alternatively, check in a default sdkconfig tweaked from your board that adds the right amount of ram, flash, and use `CONFIG_MAIN_TASK_STACK_SIZE=8192` 11. Build the project with `idf.py build`. 12. Connect your device, then flash and run it with `idf.py flash monitor`. 13. Observe Slint rendering "Hello World" on the screen 🎉. Congratulations, you're all set up to develop with Slint. For more information, check out our [online documentation](https://slint.dev/docs). If you have feedback or questions, feel free to reach out to the Slint community: - [Chat with us](https://chat.slint.dev/) on Mattermost. - [Ask questions](https://github.com/slint-ui/slint/discussions) on GitHub - Contact us on [Twitter](https://twitter.com/slint_ui) or [Mastodon](https://fosstodon.org/@slint) - [Report a bug](https://github.com/slint-ui/slint/issues) on Github ## Troubleshooting You may run into compile or run-time issues due to Slint's requirements. The following sections track issues we're aware of and how to solve them. ### Rust Compilation Error During Slint Build You see the following error: ``` error: the `-Z` flag is only accepted on the nightly channel of Cargo, but this is the `stable` channel ``` Solution: You need to configure your Rust toolchain to use the esp channel. Either set the `RUSTUP_TOOLCHAIN` environment variable to the value `esp` or create a file called `rust-toolchain.toml` in your project directory with the following contents: ```toml [toolchain] channel = "esp" ``` ### Error compiling Slint for ESP-IDF on Windows You see errors about `slint-compiler`: ``` Error copying file (if different) from "C:/path/build/./cargo/build/x86_64-pc-windows-msvc/release/slint-compiler" to "C:/path/build/_deps/slint-build". ``` Solution: At the moment development development on Windows while targeting ESP-IDF is not supported. We're working on a fix and in the meantime we recommend using [Windows Subsystem for Linux](https://learn.microsoft.com/en-us/windows/wsl/). ### The device crashes at boot or enter a boot loop One reason could be that you don't have enough ram for the heap or the stack. Make sure that the stack is big enough (~8KiB), and that all the RAM was made available for the heap allocator. ### Wrong colors shown If colors look inverted on your display, it may be an incompatibility between how RGB565 colors are ordered in little-endian and your display expecting a different byte order. Typically, esp32 devices are little ending and display controllers often expect big-endian or `esp_lcd` configures them accordingly. Therefore, by default Slint converts pixels to big-endian. If your display controller expects little endian, set the `color_swap_16` field in `SlintPlatformConfiguration` to `false`. ## License You can use Slint under ***any*** of the following licenses, at your choice: 1. [Royalty-free license](https://github.com/slint-ui/slint/blob/master/LICENSES/LicenseRef-Slint-Royalty-free-2.0.md), 2. [GNU GPLv3](https://github.com/slint-ui/slint/blob/master/LICENSES/GPL-3.0-only.txt), 3. [Paid license](https://github.com/slint-ui/slint/blob/master/LICENSES/LicenseRef-Slint-Software-3.0.md). See also the [Licensing FAQ](https://github.com/slint-ui/slint/blob/master/FAQ.md#licensing). ## Links [Website](https://slint.dev) · [GitHub](https://github.com/slint-ui/slint) · [Docs](https://slint.dev/docs/cpp)
3f8163fa3f0d5cef08d9e734711aef9b45284eaa
idf.py add-dependency "slint/slint^1.7.2"