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Arduino Command Line Interface Electron wrapped

This app wraps the Arduino Command Line Interface (Arduino CLI) (https://github.com/machinaeXphilip/arduino-cli_electron_wrapper) inside a HTML nodejs Application with User Interface.

The goal of this project is to be used as a template to build custom flashing tools:

After receiving user input, this app uses an Arduino Code Template, modifies the Arduino Code with the data provided by the user interface, then compiles and upload Arduino Code to specific modules if they are connected via USB.

This Project was build with the Electron Framework (https://electronjs.org/). It is also based on the Electron boilerplate from https://github.com/szwacz/electron-boilerplate.git with slight modifications (see below).

Quick start

Install the USB Drivers for the WEMOS chipsets: https://wiki.wemos.cc/downloads

Make sure you have Node.js installed, git clone this repository, cd into it, then type

npm install
npm start

...and you have a running desktop application on your screen.

Then connect a WEMOS / LOLIN D1 mini board via USB to your Computer, type some number into the textinput "blinkInterval" in the User Interface and click the button "INSTALL FIRMWARE TO ARDUINO"

Disclaimer

Platform compatibility

At the moment the included arduino-cli binary works only for MacOS although Electron can be easily built for Linux and Windows as well. I hope to add other platforms into the pipeline in the future and am happy about any help there. This is a very rough proof-of-concept in dire need of more abstractions and a more solid build pipeline.

Known issues

(help wanted!)

  • for chipsets like the ESP8266 Boards from WEMOS and NodeMCU there needs to be an USB driver installed (https://wiki.wemos.cc/downloads). It would be wonderful if that could be integrated into the app or installer, but on MacOS Users even have to allow the installation from System Preferences. So I am not sure if this can be done automatically
  • there are not enough error handling scenarios covered (missing drivers, errors on child processes executing child commands etc.)
  • for a universal template for custom arduino flashing there should be more functions and abstractions
  • atm all arduino cores and their indexes get updated/installed via webrequests by the arduino-cli. That means that at least for the first use of the app the user needs to be online. That should in later versions be optional (abstraction needed) and otherwise be handles by local files packaged with the app (example needed)
  • only MacOS compatible binary of arduino-cli included atm. Should optimally be downloaded and packaged on built depending on the target system.

app flow

The App will attempt to use the UserInput to modify two lines (7 and 8) in the Arduino Template Code /app/MyFirstSketch/MyFirstSketch.ino by utiizing changeLine() and writes the modified Arduino Code into /app/MyFirstSketchModified/MyFirstSketchModified.ino.

After that, the app searches for connected WEMOS / LOLIN D1 mini boards by looking for the first Serial Port including wchusbserial in its name (tested only on MacOS so far).

If found, it will use the binary of the arduino-cli /app/arduino-cli and its config file /app/arduino-cli.yaml to update the arduino core index, install (if necessary and possible) the ESP8266 core, compile and upload the modified .ino Code the WEMOS / LOLIN D1 mini board.

( In order for that to work, I needed to download and update the core libraries within the arduino-cli binary. If you use libraries or other cores, you might have to do that following the instructions at https://github.com/arduino/arduino-cli#step-4-find-and-install-the-right-core before packing it into this app )

In this example you should be able to modify the blink Interval of the connected WEMOS / LOLIN D1 minis on board LED.

Structure of the project

The application consists of two main folders...

src - files within this folder get transpiled or compiled (because Electron can't use them directly).

app - contains all static assets which don't need any pre-processing. Put here images, CSSes, HTMLs, etc.

The build process compiles the content of the src folder and puts it into the app folder, so after the build has finished, your app folder contains the full, runnable application.

Treat src and app folders like two halves of one bigger thing.

The drawback of this design is that app folder contains some files which should be git-ignored and some which shouldn't (see .gitignore file). But this two-folders split makes development builds much, much faster.

For the arduino wrapper I downloaded and installed the arduino-cli binary for MacOS and added it to app. (TODO: include a platform specific install of the arduino-cli into the build pipeline)

arduino-cli.yaml, the config file for the arduino-cli, is found in src and will get copied into app on every build. This is because the arduino-cli will modify the config file on every $ ./arduino-cli config init and we want a clean untouched config file before shipping the app.

changes from original electron boilerplate by szwacz

  • npm command "release" originally included npm test && before the actual release triggers inside package.json but has been removed. this should not be a problem. if you want to include your own tests, check the original boilerplate or just include your own testing logic based on "npm test" command specified inside package.json. If you don't understand what this text is talking about: no worries. Just go ahead.
  • the npm commands "preunit","unit","pree2e","e2e","test" are all still defined inside package.json but wont work until proper test scripts (see below) are provided. you will most likely only need npm run start and npm run release.
  • the npm command "release" now has 'cp /src/arduino-cli.yaml /app' included in order to add a fresh and clean arduino config file into the app (arduino-cli edits the arduino-cli.yaml)

Development

The following is taken mainly from the Readme of https://github.com/szwacz/electron-boilerplate.git and explains the basics of the boilerplate rather than the Arduino Wrapper.

Starting the app

npm start

important for adapting from other electron apps

there are a couple of mighty but confusing features inside this boilerplate.

app / src and entry points for webpack and electron

if you build them fresh: just now that src/background.js is the main process and the renderer process in the boilerplate is based on /src/app.js but will be transpiled into /app/app.js where it can be referenced by the .html.

if we know that the renderer is to be static, it can be already put into /app as .js linked from the html file, but then we have to comment out the transpiling config from /build/webpack.app.config.json like follows:

const path = require("path");
const merge = require("webpack-merge");
const base = require("./webpack.base.config");

module.exports = env => {
  return merge(base(env), {
    entry: {
      background: "./src/background.js",
      //app: "./src/app.js"
    },
    output: {
      filename: "[name].js",
      path: path.resolve(__dirname, "../app")
    }
  });
};

entry points have to be defined inside of /build/webpack.app.config.json and inside of package.json

The build pipeline

Build process uses Webpack. The entry-points are src/background.js and src/app.js. Webpack will follow all import statements starting from those files and compile code of the whole dependency tree into one .js file for each entry point.

Babel is also utilised, but mainly for its great error messages. Electron under the hood runs latest Chromium, hence most of the new JavaScript features are already natively supported.

Environments

Environmental variables are done in a bit different way (not via process.env). Env files are plain JSONs in config directory, and build process dynamically links one of them as an env module. You can import it wherever in code you need access to the environment.

import env from "env";
console.log(env.name);

Upgrading Electron version

To do so edit package.json:

"devDependencies": {
  "electron": "2.0.2"
}

Side note: Electron authors recommend to use fixed version here.

Adding npm modules to your app

Remember to respect the split between dependencies and devDependencies in package.json file. Your distributable app will contain modules listed in dependencies after running the release script.

Side note: If the module you want to use in your app is a native one (not pure JavaScript but compiled binary) you should first run npm install name_of_npm_module and then npm run postinstall to rebuild the module for Electron. You need to do this once after you're first time installing the module. Later on, the postinstall script will fire automatically with every npm install.

Making a release

To package your app into an installer use command:

npm run release

Once the packaging process finished, the dist directory will contain your distributable file.

We use electron-builder to handle the packaging process. It has a lot of customization options, which you can declare under "build" key in package.json.

You can package your app cross-platform from a single operating system, electron-builder kind of supports this, but there are limitations and asterisks. That's why this boilerplate doesn't do that by default.

Adding your custom icons to a release

you can replace the contents of resources/icon.icns, resources/icon.ico (for MacOS) and resources/icons/icon.png (for Windows) to place your own icons into the packaged versions.

A good tool for converting from png to .ico and .icns for lazy people on MacOS is: iConvert from the AppStore

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