FM4, S6E2DH/S6E2DF/S6E2D5/S6E2D3 Series, 32-Bit Microcontroller, Graphic Driver User Manual, Doc. No. 002-04387 Rev. *
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6. Tutorial
6.1 About the Tutorial
The tutorial is comprised of chapters which demonstrate the use and possibilities of the driver API. The tutorial
chapters are of different complexity levels, starting with basic chapters to become familiar with the way to use the
API. The complexity then progressively increases to provide examples which demonstrate special features and
ways to achieve effects with the 2D Graphics hardware.
6.2 Application framework
All sample applications are constructed according to a common scheme, based on Cypress’s FM4 application
template. Basic setup of peripherals, timers, etc. is handled in main.c, which looks similar for all examples. The
following application specific functions are called from main():
InitIrisExample(): Application specific graphics initialization.
IrisExampleDraw(): Graphics code executed in a loop, (e.g., once per frame).
IrisExampleCleanup(): Reset graphics system; interactive applications use the buttons of the FM4 Starter Kit to
control the software. This is accomplished by state variables set in ButtonCallback() and passed on to
IrisExampleDraw().
6.3 Restrictions
Please note that the sample code for this release may differ from the final version.
Especially the usage of synchronization instructions might not always represent the final version.
6.4 Tutorial chapters
The Tutorial 1: Surfaces_Blit_Display Basic show the basic steps to use the 2D Graphics Driver. It starts explaining
surface objects, executes some simple graphical operations to fill a pixel buffer and it ends up showing the rendered
buffer on a screen connected to the S6E2D hardware.
The Tutorial: Display Basic demonstrates the capabilities of the display path based on an example showing a
navigation solution including different display layers.
The Tutorial: Display_Extended demonstrates buffer swapping technique for multiple windows.
The Tutorial: Speedometer demonstrates an application for creating a speed gauge including a rotating needle.
Application uses techniques such as active area and background restoration.
The Tutorial: Chart shows a single render buffer solution.
The Tutorial: Cover Flow demonstrates several PixelEngine features in form of a cover flow.
The Tutorial: Digital Picture Frame demonstrates several PixelEngine features in form of digital picture frame.
The Tutorial: Simple Drawing shows how complex features can be realized in software by combining simple
hardware features.
The Tutorial Utility Library collects some functions used in different tutorials.