64abefaa00
ui_page_runlog.c 与 ui_page_selftest.c 各 102 行,逐行比对后差异全是命名:
唯一的功能变量是日志 ID(SYSLOG_RUN / SYSLOG_SELFTEST),计数、每记录 2 行、
同记录读盘缓存、空态伪行的实现两边逐字相同。是真重复,不是推测出的抽象。
## 落地
新建 Drivers/BSP/UI/ui_w_records.{c,h}(已在 uvprojx + CMakeLists 双端注册;
生成器只自动管 ui_page_*.c,故这两处手工加)。两页各留一个实例与两个薄跳板,
.count_cb/.refresh 名字不变 => 注册表与生成器零改动。
净效果:两页 90 删 / 28 增(−62 行),重复逻辑收成一份。
## 合并唯一的真陷阱:缓存归属
count_cb/refresh 签名里没有 user context,最容易写的版本是把
s_cache_valid / s_last_rec / s_ts / s_desc 留成组件级静态——那样两页共用一份
缓存,从 A 页切到 B 页会因记录号相同而直接命中缓存,显示另一页的陈旧行,
是静默错数据而非崩溃。故缓存内嵌进实例(ui_w_records_t),每页各一份。
## 验证
@build 0 错 0 警;golden 经真实 ui-golden 钩子跑通:菜单 8 状态 + 内容页
11 页(含这两页)逐字节一致,未用 --update 刷基线 => 语义搬迁行为等价有证。
ER_IROM1 232,052 → 231,936 B(−116 B)。RW_IRAM1 75,232 → 75,240 B(+8 B),
原因如实记录:原先 4 个文件级静态零初始化落 ZI,现在 s_rec 带 .id 初值整个
结构体落 .data(RW),两页合计净 +8 B;要压回 0 需把 .id 留零再加 init 钩子,
为 8 字节引入运行时初始化顺序不值得,故保留并把账写在此处。
stack_report FAIL 行数 0(间接层未顶破栈预算);mem-budget / mem-numbers 已
按 @build 后规定回填台账。
## 过程中的两处自我失误(已修复,记录以免重犯)
① 用 stem[:2] 生成函数前缀,对 selftest 得到 se_ 而非 st_,锚点失配。
② 撤销脚本里 ${UI_DIR} 被 PowerShell here-string 插值吞掉,导致"边校验边写"
把树留在引用组件但未注册的链接错误态。教训:回滚脚本必须比正向脚本更保守,
全部校验通过后才允许写盘。
192 lines
7.7 KiB
CMake
192 lines
7.7 KiB
CMake
cmake_minimum_required(VERSION 3.15)
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project(lvgl_sim C)
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#=============================================================================
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# 路径配置(相对于 simulator/ 目录)
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#=============================================================================
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set(PROJECT_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/..")
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set(LVGL_DIR "${PROJECT_ROOT}/Lib/lvgl")
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set(UI_DIR "${PROJECT_ROOT}/Drivers/BSP/UI")
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set(NET_DIR "${PROJECT_ROOT}/Drivers/BSP/NET")
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set(NETCFG_DIR "${PROJECT_ROOT}/Drivers/BSP/NETCFG")
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set(SDL2_DIR "${CMAKE_CURRENT_SOURCE_DIR}/SDL2/SDL2-2.32.10")
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#=============================================================================
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# 编译标准
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#=============================================================================
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set(CMAKE_C_STANDARD 99)
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set(CMAKE_C_STANDARD_REQUIRED ON)
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# Windows 控制台输出(显示 printf)
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if(WIN32)
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add_compile_definitions(_CRT_SECURE_NO_WARNINGS)
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endif()
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# MSVC:源码为 UTF-8 编码(含中文注释),强制按 UTF-8 解析消除 C4819 警告
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if(MSVC)
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add_compile_options(/utf-8)
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endif()
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#=============================================================================
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# SDL2 头文件路径(需先于 add_subdirectory 定义,供 LVGL SDL 驱动使用)
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#=============================================================================
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# LVGL SDL 驱动内部 #include "SDL2/SDL.h",include 目录下已有 SDL2/ 子目录
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set(SDL2_INCLUDE_DIR "${SDL2_DIR}/include" CACHE PATH "SDL2 include directory for LVGL")
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#=============================================================================
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# LVGL 子目录(引用项目自带的 LVGL v9.3.0 源码)
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#=============================================================================
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# LVGL 内部会自动检测 lv_conf.h(通过 LV_CONF_INCLUDE_SIMPLE 宏)
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# 需要将 simulator 目录加入 LVGL 的包含路径,使其能找到 lv_conf.h
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set(LV_CONF_DIR "${CMAKE_CURRENT_SOURCE_DIR}" CACHE PATH "Directory containing lv_conf.h for LVGL")
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add_subdirectory("${LVGL_DIR}" lvgl_build)
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#=============================================================================
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# 包含路径
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#=============================================================================
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include_directories(
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${CMAKE_CURRENT_SOURCE_DIR} # lv_conf.h (LVGL 找), dbg_log.h
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${CMAKE_CURRENT_SOURCE_DIR}/sim # sim_port.h 等模拟器平台层
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${LVGL_DIR} # lvgl.h
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${LVGL_DIR}/src # lvgl 内部头文件
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${UI_DIR} # ui_menu.h, ui_font_cn_12.h
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${NET_DIR} # net_socket.h / net_types.h(net_* API 双端共享核心)
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${NETCFG_DIR} # net_cfg.h(网络配置,双端共享核心)
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${PROJECT_ROOT}/test/board # test_config.h / net_latency_test.h(共享核心
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# ui_net_sink.c、net_socket.c 引含;探针默认关闭,
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# 声明宿主安全;2026-09-21 修复模拟器构建断链;
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# 2026-10-02 测试目录重构后头文件移入 test/board/)
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${PROJECT_ROOT}/App/cfg # cfg_file.h / cfg_file_store.h(通用配置文件引擎,双端共享核心)
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${PROJECT_ROOT}/App/log # sys_log.h(运行/自检记录引擎,双端共享核心)
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${PROJECT_ROOT}/Drivers/BSP # dbg_log.h(使用 simulator 的 dbg_cfg.h 配置)
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${SDL2_DIR}/include # SDL2 头文件
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)
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#=============================================================================
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# SDL2 库(使用本地预编译版本)
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#=============================================================================
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set(SDL2_INCLUDE_PARENT "${SDL2_DIR}/include")
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set(SDL2_LIB_X64 "${SDL2_DIR}/lib/x64")
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#=============================================================================
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# 源文件
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#=============================================================================
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set(SIM_SOURCES
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main.c
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sim/sim_port.c
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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)
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)
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# UI 源文件(与 MCU 端共用,直接编译)
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set(UI_SOURCES
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${UI_DIR}/ui_menu.c
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${UI_DIR}/ui_menu_view.c
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${UI_DIR}/ui_content_page.c
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${UI_DIR}/ui_deco.c
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${UI_DIR}/ui_page_device_info.c
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${UI_DIR}/ui_page_ac.c
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${UI_DIR}/ui_page_dc.c
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${UI_DIR}/ui_page_password.c
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${UI_DIR}/ui_page_net_cfg.c
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${UI_DIR}/ui_page_runlog.c
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${UI_DIR}/ui_page_selftest.c
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${UI_DIR}/ui_standby.c
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${UI_DIR}/ui_menu_tab.c
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${UI_DIR}/ui_font_cn_12.c
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${UI_DIR}/ui_net_sink.c
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${UI_DIR}/ui_page_registry.c
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${UI_DIR}/ui_style.c
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${UI_DIR}/ui_w_records.c
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)
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# 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)
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set(SYSLOG_SOURCES
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sim/sim_syslog.c
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)
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# 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)
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set(NETCFG_SOURCES
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${NETCFG_DIR}/net_cfg.c
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${NETCFG_DIR}/ftp_cfg.c
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${PROJECT_ROOT}/App/cfg/cfg_file.c
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sim/cfg_file_store_sim.c
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)
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# 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)
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set(NET_SOURCES
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sim/net_socket_sim.c
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sim/ui_net_sink_backend_sim.c
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)
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#=============================================================================
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# 构建可执行文件
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#=============================================================================
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add_executable(lvgl_sim WIN32 ${SIM_SOURCES} ${UI_SOURCES} ${NETCFG_SOURCES} ${SYSLOG_SOURCES} ${NET_SOURCES})
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target_compile_definitions(lvgl_sim PRIVATE
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LV_CONF_INCLUDE_SIMPLE # 让 lvgl.h 找到 lv_conf.h
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LV_LVGL_H_INCLUDE_SIMPLE # ui_font_cn_12.c 内部 include 简化
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WIN32_LEAN_AND_MEAN # 防止 Windows.h 拉入 winsock.h(与 winsock2.h 冲突)
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NET_NO_OS # 剥离 net_socket.h 的 FreeRTOS 相关接口(纯 BSD Socket)
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)
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target_include_directories(lvgl_sim PRIVATE
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${SDL2_INCLUDE_PARENT} # SDL2/SDL.h 路径
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)
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target_link_directories(lvgl_sim PRIVATE
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${SDL2_LIB_X64}
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)
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target_link_libraries(lvgl_sim
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lvgl
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SDL2
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SDL2main
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ws2_32
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)
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# 数学库(非 MSVC)
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if(NOT MSVC)
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target_link_libraries(lvgl_sim m pthread)
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endif()
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# Windows 子系统:控制台(显示 printf 输出)
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if(WIN32)
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if(MSVC)
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target_link_options(lvgl_sim PRIVATE "/SUBSYSTEM:CONSOLE")
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else()
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target_link_options(lvgl_sim PRIVATE "-mconsole")
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endif()
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endif()
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# 复制 SDL2.dll 到输出目录
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add_custom_command(TARGET lvgl_sim POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${SDL2_LIB_X64}/SDL2.dll"
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"$<TARGET_FILE_DIR:lvgl_sim>/SDL2.dll"
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COMMENT "Copying SDL2.dll to output directory"
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)
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#=============================================================================
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# 自定义目标:运行模拟器
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#=============================================================================
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add_custom_target(run COMMAND ${CMAKE_BINARY_DIR}/lvgl_sim DEPENDS lvgl_sim)
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#=============================================================================
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# 调试模式额外警告
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#=============================================================================
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if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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message(STATUS "Debug mode enabled for simulator")
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if(MSVC)
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target_compile_options(lvgl_sim PRIVATE /W4)
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else()
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target_compile_options(lvgl_sim PRIVATE -Wall -Wextra -Wpedantic)
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endif()
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endif()
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message(STATUS "=== LVGL Simulator ===")
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message(STATUS "Screen: 160x160, 1bpp monochrome")
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message(STATUS "LVGL dir: ${LVGL_DIR}")
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message(STATUS "UI dir: ${UI_DIR}")
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message(STATUS "SDL2: ${SDL2_DIR}")
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