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Alternative option for Rust/Lvgl binding #158
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Personally I've found it easier to just interface directly with the raw LVGL functions than to try to use this Rust wrapper |
@meowcakes Do you have any advice on how to improve this wrapper? We're starting to work on it again and me personally I'm working on this because I have interest in rust lang, so any advice is welcome |
I think a lot of the issues I've faced are already captured in other issues, e.g. some of the issues I've encountered are Additionally a large number of functions are just missing from the wrapper, and the raw obj pointer is not public outside the crate so if you want to use those functions you are forced to use only I'm not sure what advice I can give other than my experience with using only raw LVGL via |
Hi, thanks again for taking some time to give us feedback, this repo went silent for a while and we're catching up. We're currently discussing separating I've added the issues you listed in this other issue #184 were we have some action points for this repo. And about the wrapper I've just opened a PR adding some methods/traits to Label and Textarea, do you mean that kind of wrappers? See #188 , I'm just getting familiar with Rust and this repo |
After trying to use lv_binding_rust for almost two weeks, we finally gave up. We add two many memory issue and we came to the conclusion that fixing memory model would require more work than rewriting a new lvgl/rust binding based on simpler concepts. Note we are working in Cross environment, targeting a Arm platform in frame-buffer and or goal was to publish a simple UI for an EV-Charger, also we need only a subset of LVGL features/options.
Few lesson learn from of lvgl/rust work:
LVGL is really a very cool library, and having a higher API model make easier for our graphic developer that are not C/C++ expert to development nice UI on embedded device.
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