Generic Instructions for Slint on STM32 MCUs

The following instructions outline a rough, general path how to get started on an STM32 MCU with STM32 Cube tooling and Slint. Successful completion requires experience with STM32CubeMX as well as the peripherals of our board.

  1. Make sure to install all the Prerequisites.

  2. Start a new project with STM32CubeMX:

    • Select your base board.

    • Enable all peripherals needed. This includes LTDC and typically the FMC to be able to place the framebuffers in RAM.

    • Select CMake in the code generator options.

  3. Generate the CMake project and skeleton code.

  4. In the STM32 VS Code Extension, choose the command to import a CMake project.

  5. In STM32CubeMX select the STM32Cube BSP that matches your board and install it.

  6. Copy the BSP drivers into your project’s source tree and modify CMakeLists.txt to add them to the build.

  7. Add C++ support to the generated CMake project by adding CXX to the LANGUAGES option of the project command.

  8. Open a web browser, navigate to https://github.com/slint-ui/slint/releases/latest, and download and extract Slint-cpp-VERSION-thumbv7em-none-eabihf.tar.gz, replace VERSION with the version you see.

  9. Set CMAKE_PREFIX_PATH to the extracted directory.

  10. Add a C++ source file to your project, for example appmain.cpp, with an appmain function and call it from the generated main.c.

  11. Create app-window.slint with the following contents:

    import { VerticalBox, AboutSlint } from "std-widgets.slint";
    export component AppWindow inherits Window {
        VerticalBox {
            AboutSlint {}
            Text {
                text: "Hello World";
                font-size: 18px;
                horizontal-alignment: center;
            }
        }
    }
    
  12. Adjust your CMakeLists.txt for use of Slint. Copy the follow snippets and adjust the target names as needed:

    # Locate Slint
    find_package(Slint)
    
    # Compile app-window.slint to app-window.h and app-window.cpp
    slint_target_sources(your-target app-window.slint)
    
    # Embed images and fonts in the binary  
    set_target_properties(your-target PROPERTIES SLINT_EMBED_RESOURCES embed-for-software-renderer)
    
    # Replace $BSP_NAME with the name of your concrete BSP,
    # for example stm32h735g_discovery.
    target_compile_definitions(your-target PRIVATE
        SLINT_STM32_BSP_NAME=$BSP_NAME
    )
    
    # Link Slint run-time library
    target_link_libraries(your-target PRIVATE
        Slint::Slint
    )
    
  13. In your appmain function, initialize the screen via BSP_LCD_InitEx as well as the touch screen via BSP_TS_Init, include #include <slint-stm32.h> and call slint_stm32_init(SlintPlatformConfiguration()); to initialize the Slint platform integration for STM32. Finally, include the header file for your .slint file, instantiate the generated class, and invoke the event loop by calling ->run() on the instance. Use the following example as reference:

    #include <slint-stm32.h>
    #include <stdio.h>
    #include <stm32h735g_discovery.h>
    #include <stm32h735g_discovery_lcd.h>
    #include <stm32h735g_discovery_ts.h>    
    
    #include "app-window.h"
    
    // Called from main()
    extern "C" void appmain() {
        if (BSP_LCD_InitEx(0, LCD_ORIENTATION_LANDSCAPE, LCD_PIXEL_FORMAT_RGB565,
                            LCD_DEFAULT_WIDTH, LCD_DEFAULT_HEIGHT) != 0) {
            Error_Handler();
        }
    
        BSP_LCD_DisplayOn(0);
        BSP_LCD_SetActiveLayer(0, 0);
    
        TS_Init_t hTS;
        hTS.Width = LCD_DEFAULT_WIDTH;
        hTS.Height = LCD_DEFAULT_HEIGHT;
        hTS.Orientation = TS_SWAP_XY;
        hTS.Accuracy = 0;
        /* Touchscreen initialization */
        if (BSP_TS_Init(0, &hTS) != 0) {
            Error_Handler();
        }
    
        slint_stm32_init(SlintPlatformConfiguration());
    
        auto app_window = AppWindow::create();
    
        app_window->run();
    
        return 0;
    }