FM4, S6E2DH/S6E2DF/S6E2D5/S6E2D3 Series, 32-Bit Microcontroller, Graphic Driver User Manual, Doc. No. 002-04387 Rev. *
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3. Getting Started
3.1 Installation
Unpack the archive to a location of your choice.
This package contains all headers, libraries and documentation needed to develop graphics applications for the
S6E2D Graphics Hardware. The top level directory contains the following directory structure:
00_s6e2dh_demeter_sw_framework
- Cypress FM4 application template, startup code and peripheral drivers.
01_bin
- Graphics Core libraries.
02_driver
- API header files.
04_sample
- Sample application source code.
05_util
- Utility library source code used by some of the samples.
08_tool
- Tools used by some of the samples.
11_doc
- User Documentation.
Building examples: For each sample application there is a subdirectory IAR, ARM or GNU (depending on the
supported platform) containing a project file for the respective tool chain (e.g., IAR Embedded Workbench 7.10 or
Keil uVision).
3.2 How to run an application
If the tool chain provides flash support for both internal flash and external hyper flash, the tutorial applications can be
started from the debugger. Otherwise an appropriate flash programmer is required to download the code and image
data to the S6E2D Starter Kit.
3.3 Writing an application
The following steps list the typical flow of an application using the 2D Graphics hardware:
1. Initialize the graphics driver (see Driver Initialization API).
2. Open the display (see Display API).
3. Create one or more windows (or ’layers’) for each display (see Display API).
4. Use the Surface API to describe source and target frame buffers (see Surface API).
5. Use any of the APIs described below to create and manipulate graphics content (see Pixel Engine API).
6. Close all created windows (see Display API).
7. Close the display (see Display API).
8. Uninitialize the driver (see Driver Initialization API).