246 lines
11 KiB
CMake
246 lines
11 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 "${PROJECT_ROOT}/Drivers/BSP/NETCFG")
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# SDL2 是**下载来的第三方 SDK**,simulator/SDL2/ 被 .gitignore 排除、**不入库**(§3.1 部署文档)。
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# 于是 CI/runner 的工作区里天然没有它:2026-10-27 远程 CI(run 45)第一次跑到 ui-golden 就
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# 报 C1083 找不到 SDL2/SDL.h——本地有 SDK 所以本地一直是绿的,照不出来。允许用机器级
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# DTU_SDL2_DIR 指向任意一份 SDK;**不设该变量时行为与今天完全一致**。
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if(DEFINED ENV{DTU_SDL2_DIR} AND NOT "$ENV{DTU_SDL2_DIR}" STREQUAL "")
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set(SDL2_DIR "$ENV{DTU_SDL2_DIR}")
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else()
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set(SDL2_DIR "${CMAKE_CURRENT_SOURCE_DIR}/SDL2/SDL2-2.32.10")
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endif()
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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 "${SDL2_DIR}/include" CACHE PATH "SDL2 include directory for LVGL")
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# 缺 SDK 就在**配置期**一行说清。过去这里只打印拼出来的路径、不校验存在,于是配置阶段
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# 照样输出 "SDL2: <路径>",直到编译 LVGL 的 SDL 驱动才炸出几百行 C1083,看着像代码错了
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# 缺 SDK 就在**配置期**一行说清。过去这里只打印拼出来的路径、不校验存在,于是配置阶段
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# 照样输出 "SDL2: <路径>",直到编译 LVGL 的 SDL 驱动才炸出几百行 C1083,看着像代码错了
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# (CI run 45 的第一反应就是"像素回归红了吗")。查的是 SDL2_INCLUDE_DIR 而非 SDL2_DIR:
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# 它是 CACHE 变量,复用旧 build 目录时缓存值可能比 SDL2_DIR 更旧,两处都得被这一条盖住。
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if(NOT EXISTS "${SDL2_INCLUDE_DIR}/SDL2/SDL.h")
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message(FATAL_ERROR
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"SDL2 SDK 不可用:找不到 ${SDL2_INCLUDE_DIR}/SDL2/SDL.h"
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" - 本机首次部署:照 docs/UI设计/LVGL模拟器部署与使用说明.md §3.1 下载 SDK 到 simulator/SDL2/"
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" - CI / runner:工作区里没有、也不该有这份 SDK;请设机器级 DTU_SDL2_DIR 指向一份 SDK"
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" (scripts/ci_runner_bootstrap.ps1 -SetEnv 会自动发现并写入该变量)"
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" - 若刚换过 SDK 位置:build 目录里的旧缓存可能仍指向旧路径,删掉 simulator/build 再配置"
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)
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endif()
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# LVGL 子目录(引用项目自带的 LVGL v9.3.0 源码)
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#=============================================================================
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# LVGL 内部会自动检测 lv_conf.h(通过 LV_CONF_INCLUDE_SIMPLE 宏)
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# 需要将 simulator 目录加入 LVGL 的包含路径,使其能找到 lv_conf.h
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set(LV_CONF_DIR "${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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${PROJECT_ROOT}/App/protocol/iec104 # iec104_comm.h([comm] 段契约头,供 IEC104_SOURCES 编译;道G task-8)
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${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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${PROJECT_ROOT}/App/algo # prot_set.h(定值模型纯算法,双端共享核心;见 ALGO_SOURCES)
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${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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${UI_DIR}/ui_w_records.c
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${UI_DIR}/ui_w_editor.c
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${UI_DIR}/ui_w_setlist.c
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${UI_DIR}/ui_page_action.c
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${UI_DIR}/ui_data.c # 数据快照存侧(道E task-14;写侧 App/app/ui_data_feed.c 不进模拟器,见 scripts/check_registration.py)
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${UI_DIR}/ui_w_soe.c # SOE 记录组件(道E task-14;reader 已在批 2 两端绑定)
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${UI_DIR}/ui_w_setview.c # 定值查看视图模型(道E task-15 批 3:四张视图表 + Q10 换算 + 越界反显)
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${UI_DIR}/ui_page_soe.c
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${UI_DIR}/ui_page_view_param.c
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${UI_DIR}/ui_page_view_plate.c
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${UI_DIR}/ui_page_view_set.c
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${UI_DIR}/ui_page_view_word.c
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${UI_DIR}/ui_page_yx.c
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${UI_DIR}/ui_page_clear.c
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${UI_DIR}/ui_page_clock.c
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${UI_DIR}/ui_page_reset.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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${PROJECT_ROOT}/App/cfg/cfg_file.c
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sim/cfg_file_store_sim.c
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)
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# 保护定值模型(App/algo/prot_set.c 零平台依赖,双端共享核心)。
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# 模拟器只需要"出厂默认定值"来发布 UI 快照帧(main.c 的 sim_publish_data_frames),
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# 不在这里复制一份 40 项数字——抄表就等于造第二真相(同 scripts/check_font_charset.py
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# "单一规则源"的同一治理口径)。
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set(ALGO_SOURCES
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${PROJECT_ROOT}/App/algo/prot_set.c
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)
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# IEC 104 [comm] 配置段(道G task-8):模拟器运行期不跑 104 任务、无消费路径,
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# 本 TU 仅为双端注册事实一致而编译(iec104 其余 .c 走 scripts 白名单逐个点名,
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# 白名单是门禁地盘不在这里扩——新配对模块按 new-source-file 口径进显式源列表)。
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set(IEC104_SOURCES
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${PROJECT_ROOT}/App/protocol/iec104/iec104_comm.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} ${ALGO_SOURCES} ${IEC104_SOURCES})
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target_compile_definitions(lvgl_sim PRIVATE
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LV_CONF_INCLUDE_SIMPLE # 让 lvgl.h 找到 lv_conf.h
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LV_LVGL_H_INCLUDE_SIMPLE # ui_font_cn_12.c 内部 include 简化
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WIN32_LEAN_AND_MEAN # 防止 Windows.h 拉入 winsock.h(与 winsock2.h 冲突)
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NET_NO_OS # 剥离 net_socket.h 的 FreeRTOS 相关接口(纯 BSD Socket)
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)
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target_include_directories(lvgl_sim PRIVATE
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${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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