cmake_minimum_required(VERSION 3.15) project(lvgl_sim C) #============================================================================= # 路径配置(相对于 simulator/ 目录) #============================================================================= set(PROJECT_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/..") set(LVGL_DIR "${PROJECT_ROOT}/Lib/lvgl") set(UI_DIR "${PROJECT_ROOT}/Drivers/BSP/UI") set(NET_DIR "${PROJECT_ROOT}/Drivers/BSP/NET") set(NETCFG_DIR "${PROJECT_ROOT}/Drivers/BSP/NETCFG") set(SDL2_DIR "${CMAKE_CURRENT_SOURCE_DIR}/SDL2/SDL2-2.32.10") #============================================================================= # 编译标准 #============================================================================= set(CMAKE_C_STANDARD 99) set(CMAKE_C_STANDARD_REQUIRED ON) # Windows 控制台输出(显示 printf) if(WIN32) add_compile_definitions(_CRT_SECURE_NO_WARNINGS) endif() # MSVC:源码为 UTF-8 编码(含中文注释),强制按 UTF-8 解析消除 C4819 警告 if(MSVC) add_compile_options(/utf-8) endif() #============================================================================= # SDL2 头文件路径(需先于 add_subdirectory 定义,供 LVGL SDL 驱动使用) #============================================================================= # LVGL SDL 驱动内部 #include "SDL2/SDL.h",include 目录下已有 SDL2/ 子目录 set(SDL2_INCLUDE_DIR "${SDL2_DIR}/include" CACHE PATH "SDL2 include directory for LVGL") #============================================================================= # LVGL 子目录(引用项目自带的 LVGL v9.3.0 源码) #============================================================================= # LVGL 内部会自动检测 lv_conf.h(通过 LV_CONF_INCLUDE_SIMPLE 宏) # 需要将 simulator 目录加入 LVGL 的包含路径,使其能找到 lv_conf.h set(LV_CONF_DIR "${CMAKE_CURRENT_SOURCE_DIR}" CACHE PATH "Directory containing lv_conf.h for LVGL") add_subdirectory("${LVGL_DIR}" lvgl_build) #============================================================================= # 包含路径 #============================================================================= include_directories( ${CMAKE_CURRENT_SOURCE_DIR} # lv_conf.h (LVGL 找), dbg_log.h ${CMAKE_CURRENT_SOURCE_DIR}/sim # sim_port.h 等模拟器平台层 ${LVGL_DIR} # lvgl.h ${LVGL_DIR}/src # lvgl 内部头文件 ${UI_DIR} # ui_menu.h, ui_font_cn_12.h ${NET_DIR} # net_socket.h / net_types.h(net_* API 双端共享核心) ${NETCFG_DIR} # net_cfg.h(网络配置,双端共享核心) ${PROJECT_ROOT}/test # test_config.h / net_latency_test.h(共享核心 # ui_net_sink.c、net_socket.c 引含;探针默认关闭, # 声明宿主安全;2026-09-21 修复模拟器构建断链) ${PROJECT_ROOT}/App # cfg_file.h / cfg_file_store.h(通用配置文件引擎,双端共享核心) ${PROJECT_ROOT}/App/log # sys_log.h(运行/自检记录引擎,双端共享核心) ${PROJECT_ROOT}/Drivers/BSP # dbg_log.h(使用 simulator 的 dbg_cfg.h 配置) ${SDL2_DIR}/include # SDL2 头文件 ) #============================================================================= # SDL2 库(使用本地预编译版本) #============================================================================= set(SDL2_INCLUDE_PARENT "${SDL2_DIR}/include") set(SDL2_LIB_X64 "${SDL2_DIR}/lib/x64") #============================================================================= # 源文件 #============================================================================= set(SIM_SOURCES main.c sim/sim_port.c sim/sim_latency_stub.c # 探针符号宿主空实现(ui_net_sink.c 引用,见文件头注释) ) # UI 源文件(与 MCU 端共用,直接编译) set(UI_SOURCES ${UI_DIR}/ui_menu.c ${UI_DIR}/ui_menu_view.c ${UI_DIR}/ui_content_page.c ${UI_DIR}/ui_deco.c ${UI_DIR}/ui_page_device_info.c ${UI_DIR}/ui_page_ac.c ${UI_DIR}/ui_page_dc.c ${UI_DIR}/ui_page_password.c ${UI_DIR}/ui_page_net_cfg.c ${UI_DIR}/ui_page_runlog.c ${UI_DIR}/ui_page_selftest.c ${UI_DIR}/ui_standby.c ${UI_DIR}/ui_menu_tab.c ${UI_DIR}/ui_font_cn_12.c ${UI_DIR}/ui_net_sink.c ) # 运行/自检记录引擎(双端共享核心 + 平台存储后端;MCU 端编 sys_log_mcu.c,见 Keil 工程) set(SYSLOG_SOURCES sim/sim_syslog.c ) # 网络配置(双端共享核心 + cfg_file 引擎 + 平台存储后端;MCU 端编 cfg_file_store_mcu.c,见 Keil 工程) set(NETCFG_SOURCES ${NETCFG_DIR}/net_cfg.c ${NETCFG_DIR}/net_cfg_legacy.c ${PROJECT_ROOT}/App/cfg_file.c sim/cfg_file_store_sim.c ) # 网络后端(net_* 核心 API 的 Winsock 实现 + UI 推流平台后端;MCU 端另编 net_socket.c 与 _mcu 后端) set(NET_SOURCES sim/net_socket_sim.c sim/ui_net_sink_backend_sim.c ) #============================================================================= # 构建可执行文件 #============================================================================= add_executable(lvgl_sim WIN32 ${SIM_SOURCES} ${UI_SOURCES} ${NETCFG_SOURCES} ${SYSLOG_SOURCES} ${NET_SOURCES}) target_compile_definitions(lvgl_sim PRIVATE LV_CONF_INCLUDE_SIMPLE # 让 lvgl.h 找到 lv_conf.h LV_LVGL_H_INCLUDE_SIMPLE # ui_font_cn_12.c 内部 include 简化 WIN32_LEAN_AND_MEAN # 防止 Windows.h 拉入 winsock.h(与 winsock2.h 冲突) NET_NO_OS # 剥离 net_socket.h 的 FreeRTOS 相关接口(纯 BSD Socket) ) target_include_directories(lvgl_sim PRIVATE ${SDL2_INCLUDE_PARENT} # SDL2/SDL.h 路径 ) target_link_directories(lvgl_sim PRIVATE ${SDL2_LIB_X64} ) target_link_libraries(lvgl_sim lvgl SDL2 SDL2main ws2_32 ) # 数学库(非 MSVC) if(NOT MSVC) target_link_libraries(lvgl_sim m pthread) endif() # Windows 子系统:控制台(显示 printf 输出) if(WIN32) if(MSVC) target_link_options(lvgl_sim PRIVATE "/SUBSYSTEM:CONSOLE") else() target_link_options(lvgl_sim PRIVATE "-mconsole") endif() endif() # 复制 SDL2.dll 到输出目录 add_custom_command(TARGET lvgl_sim POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different "${SDL2_LIB_X64}/SDL2.dll" "$/SDL2.dll" COMMENT "Copying SDL2.dll to output directory" ) #============================================================================= # 自定义目标:运行模拟器 #============================================================================= add_custom_target(run COMMAND ${CMAKE_BINARY_DIR}/lvgl_sim DEPENDS lvgl_sim) #============================================================================= # 调试模式额外警告 #============================================================================= if(CMAKE_BUILD_TYPE STREQUAL "Debug") message(STATUS "Debug mode enabled for simulator") if(MSVC) target_compile_options(lvgl_sim PRIVATE /W4) else() target_compile_options(lvgl_sim PRIVATE -Wall -Wextra -Wpedantic) endif() endif() message(STATUS "=== LVGL Simulator ===") message(STATUS "Screen: 160x160, 1bpp monochrome") message(STATUS "LVGL dir: ${LVGL_DIR}") message(STATUS "UI dir: ${UI_DIR}") message(STATUS "SDL2: ${SDL2_DIR}")