refactor: rename cnt to count
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@@ -23,7 +23,7 @@ static void event_handler(lv_event_t * e)
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}
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lv_obj_t * parent = lv_obj_get_parent(obj);
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uint32_t i;
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for(i = 0; i < lv_obj_get_child_cnt(parent); i++) {
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for(i = 0; i < lv_obj_get_child_count(parent); i++) {
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lv_obj_t * child = lv_obj_get_child(parent, i);
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if(child == currentButton) {
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lv_obj_add_state(child, LV_STATE_CHECKED);
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@@ -64,7 +64,7 @@ static void event_handler_center(lv_event_t * e)
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if(currentButton == NULL) return;
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lv_obj_t * parent = lv_obj_get_parent(currentButton);
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const uint32_t pos = lv_obj_get_child_cnt(parent) / 2;
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const uint32_t pos = lv_obj_get_child_count(parent) / 2;
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lv_obj_move_to_index(currentButton, pos);
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@@ -99,7 +99,7 @@ static void event_handler_swap(lv_event_t * e)
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const lv_event_code_t code = lv_event_get_code(e);
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// lv_obj_t* obj = lv_event_get_target(e);
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if((code == LV_EVENT_CLICKED) || (code == LV_EVENT_LONG_PRESSED_REPEAT)) {
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uint32_t cnt = lv_obj_get_child_cnt(list1);
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uint32_t cnt = lv_obj_get_child_count(list1);
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for(int i = 0; i < 100; i++)
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if(cnt > 1) {
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lv_obj_t * obj = lv_obj_get_child(list1, rand() % cnt);
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@@ -13,7 +13,7 @@ def event_handler(e):
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else:
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currentButton = obj
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parent = obj.get_parent()
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for i in range( parent.get_child_cnt()):
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for i in range( parent.get_child_conut()):
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child = parent.get_child(i)
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if child == currentButton:
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child.add_state(lv.STATE.CHECKED)
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@@ -51,7 +51,7 @@ def event_handler_center(e):
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if currentButton == None:
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return
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parent = currentButton.get_parent()
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pos = parent.get_child_cnt() // 2
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pos = parent.get_child_conut() // 2
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currentButton.move_to_index(pos)
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currentButton.scroll_to_view(lv.ANIM.ON)
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@@ -82,7 +82,7 @@ def event_handler_swap(e):
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code = e.get_code()
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obj = e.get_target_obj()
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if code == lv.EVENT.CLICKED:
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cnt = list1.get_child_cnt()
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cnt = list1.get_child_conut()
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for i in range(100):
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if cnt > 1:
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obj = list1.get_child(urandom.getrandbits(32) % cnt )
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@@ -71,8 +71,8 @@ void lv_example_table_2(void)
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lv_obj_set_size(table, LV_SIZE_CONTENT, 200);
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lv_table_set_col_width(table, 0, 150);
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lv_table_set_row_cnt(table, ITEM_CNT); /*Not required but avoids a lot of memory reallocation lv_table_set_set_value*/
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lv_table_set_col_cnt(table, 1);
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lv_table_set_row_count(table, ITEM_CNT); /*Not required but avoids a lot of memory reallocation lv_table_set_set_value*/
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lv_table_set_col_count(table, 1);
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/*Don't make the cell pressed, we will draw something different in the event*/
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lv_obj_remove_style(table, NULL, LV_PART_ITEMS | LV_STATE_PRESSED);
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