chore(style): remove the trailing space from all source files (#3188)
Signed-off-by: Xiang Xiao <xiaoxiang@xiaomi.com>
This commit is contained in:
@@ -1,5 +1,5 @@
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```eval_rst
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.. include:: /header.rst
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.. include:: /header.rst
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:github_url: |github_link_base|/get-started/quick-overview.md
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```
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@@ -10,11 +10,11 @@ You should read this first to get a general impression and read the detailed [Po
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## Get started in a simulator
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Instead of porting LVGL to embedded hardware straight away, it's highly recommended to get started in a simulator first.
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Instead of porting LVGL to embedded hardware straight away, it's highly recommended to get started in a simulator first.
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LVGL is ported to many IDEs to be sure you will find your favorite one.
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Go to the [Simulators](/get-started/pc-simulator) section to get ready-to-use projects that can be run on your PC.
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This way you can save the time of porting for now and get some experience with LVGL immediately.
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LVGL is ported to many IDEs to be sure you will find your favorite one.
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Go to the [Simulators](/get-started/pc-simulator) section to get ready-to-use projects that can be run on your PC.
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This way you can save the time of porting for now and get some experience with LVGL immediately.
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## Add LVGL into your project
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If you would rather try LVGL on your own project follow these steps:
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@@ -23,11 +23,11 @@ If you would rather try LVGL on your own project follow these steps:
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- Copy the `lvgl` folder into your project.
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- Copy `lvgl/lv_conf_template.h` as `lv_conf.h` next to the `lvgl` folder, change the first `#if 0` to `1` to enable the file's content and set the `LV_COLOR_DEPTH` defines.
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- Include `lvgl/lvgl.h` in files where you need to use LVGL related functions.
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- Call `lv_tick_inc(x)` every `x` milliseconds in a Timer or Task (`x` should be between 1 and 10). It is required for the internal timing of LVGL.
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- Call `lv_tick_inc(x)` every `x` milliseconds in a Timer or Task (`x` should be between 1 and 10). It is required for the internal timing of LVGL.
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Alternatively, configure `LV_TICK_CUSTOM` (see `lv_conf.h`) so that LVGL can retrieve the current time directly.
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- Call `lv_init()`
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- Create a draw buffer: LVGL will render the graphics here first, and send the rendered image to the display.
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The buffer size can be set freely but 1/10 screen size is a good starting point.
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- Create a draw buffer: LVGL will render the graphics here first, and send the rendered image to the display.
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The buffer size can be set freely but 1/10 screen size is a good starting point.
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```c
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static lv_disp_draw_buf_t draw_buf;
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static lv_color_t buf1[DISP_HOR_RES * DISP_VER_RES / 10]; /*Declare a buffer for 1/10 screen size*/
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@@ -76,7 +76,7 @@ void my_touchpad_read(lv_indev_t * indev, lv_indev_data_t * data)
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} else {
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data->state = LV_INDEV_STATE_RELEASED;
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}
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}
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```
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- Call `lv_timer_handler()` periodically every few milliseconds in the main `while(1)` loop or in an operating system task.
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@@ -90,13 +90,13 @@ For a more detailed guide go to the [Porting](/porting/index) section.
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The graphical elements like Buttons, Labels, Sliders, Charts etc. are called objects or widgets. Go to [Widgets](/widgets/index) to see the full list of available widgets.
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Every object has a parent object where it is created. For example, if a label is created on a button, the button is the parent of label.
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Every object has a parent object where it is created. For example, if a label is created on a button, the button is the parent of label.
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The child object moves with the parent and if the parent is deleted the children will be deleted too.
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The child object moves with the parent and if the parent is deleted the children will be deleted too.
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Children can be visible only within their parent's bounding area. In other words, the parts of the children outside the parent are clipped.
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A Screen is the "root" parent. You can have any number of screens.
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A Screen is the "root" parent. You can have any number of screens.
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To get the current screen call `lv_scr_act()`, and to load a screen use `lv_scr_load(scr1)`.
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@@ -124,8 +124,8 @@ To see the full API visit the documentation of the widgets or the related header
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### Events
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Events are used to inform the user that something has happened with an object.
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You can assign one or more callbacks to an object which will be called if the object is clicked, released, dragged, being deleted, etc.
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Events are used to inform the user that something has happened with an object.
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You can assign one or more callbacks to an object which will be called if the object is clicked, released, dragged, being deleted, etc.
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A callback is assigned like this:
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@@ -140,7 +140,7 @@ void btn_event_cb(lv_event_t * e)
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}
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```
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`LV_EVENT_ALL` can be used instead of `LV_EVENT_CLICKED` to invoke the callback for any event.
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`LV_EVENT_ALL` can be used instead of `LV_EVENT_CLICKED` to invoke the callback for any event.
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From `lv_event_t * e` the current event code can be retrieved with:
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```c
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@@ -166,13 +166,13 @@ Read the widgets' documentation to learn which parts each uses.
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LVGL objects can be in a combination of the following states:
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- `LV_STATE_DEFAULT` Normal, released state
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- `LV_STATE_CHECKED` Toggled or checked state
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- `LV_STATE_FOCUSED` Focused via keypad or encoder or clicked via touchpad/mouse
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- `LV_STATE_FOCUS_KEY` Focused via keypad or encoder but not via touchpad/mouse
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- `LV_STATE_FOCUSED` Focused via keypad or encoder or clicked via touchpad/mouse
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- `LV_STATE_FOCUS_KEY` Focused via keypad or encoder but not via touchpad/mouse
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- `LV_STATE_EDITED` Edit by an encoder
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- `LV_STATE_HOVERED` Hovered by mouse (not supported now)
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- `LV_STATE_PRESSED` Being pressed
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- `LV_STATE_SCROLLED` Being scrolled
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- `LV_STATE_DISABLED` Disabled
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- `LV_STATE_DISABLED` Disabled
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For example, if you press an object it will automatically go to the `LV_STATE_FOCUSED` and `LV_STATE_PRESSED` states and when you release it the `LV_STATE_PRESSED` state will be removed while focus remains active.
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@@ -219,8 +219,8 @@ lv_obj_add_style(btn1, &style1, 0); /*Equal to LV_PART_MAIN | LV_STATE_DEFAULT*/
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```
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Styles can be cascaded (similarly to CSS). It means you can add more styles to a part of an object.
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For example `style_btn` can set a default button appearance, and `style_btn_red` can overwrite the background color to make the button red:
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Styles can be cascaded (similarly to CSS). It means you can add more styles to a part of an object.
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For example `style_btn` can set a default button appearance, and `style_btn_red` can overwrite the background color to make the button red:
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```c
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lv_obj_add_style(btn1, &style_btn, 0);
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lv_obj_add_style(btn1, &style1_btn_red, 0);
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@@ -229,23 +229,23 @@ lv_obj_add_style(btn1, &style1_btn_red, 0);
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If a property is not set on for the current state, the style with `LV_STATE_DEFAULT` will be used. A default value is used if the property is not defined in the default state.
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Some properties (typically the text-related ones) can be inherited. This means if a property is not set in an object it will be searched for in its parents too.
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For example, you can set the font once in the screen's style and all text on that screen will inherit it by default.
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Some properties (typically the text-related ones) can be inherited. This means if a property is not set in an object it will be searched for in its parents too.
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For example, you can set the font once in the screen's style and all text on that screen will inherit it by default.
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Local style properties also can be added to objects. This creates a style which resides inside the object and is used only by the object:
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```c
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lv_obj_set_style_bg_color(slider1, lv_color_hex(0x2080bb), LV_PART_INDICATOR | LV_STATE_PRESSED);
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```
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```
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To learn all the features of styles see the [Style overview](/overview/style) section.
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### Themes
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Themes are the default styles for objects. Styles from a theme are applied automatically when objects are created.
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Themes are the default styles for objects. Styles from a theme are applied automatically when objects are created.
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The theme for your application is a compile time configuration set in `lv_conf.h`.
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The theme for your application is a compile time configuration set in `lv_conf.h`.
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## Examples
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