chore(style): remove the trailing space from all source files (#3188)
Signed-off-by: Xiang Xiao <xiaoxiang@xiaomi.com>
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@@ -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|/overview/object.md
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```
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# Objects
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@@ -73,7 +73,7 @@ lv_obj_set_pos(obj1, 10, 10); /*Set the position of the new
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Modify the position of the parent:
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```c
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lv_obj_set_pos(parent, 50, 50); /*Move the parent. The child will move with it.*/
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@@ -85,7 +85,7 @@ lv_obj_set_pos(parent, 50, 50); /*Move the parent. The child will move with it.*
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If a child is partially or fully outside its parent then the parts outside will not be visible.
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```c
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lv_obj_set_x(obj1, -30); /*Move the child a little bit off the parent*/
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@@ -101,7 +101,7 @@ In LVGL, objects can be created and deleted dynamically at run time. It means on
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This allows for the creation of a screen just when a button is clicked to open it, and for deletion of screens when a new screen is loaded.
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UIs can be created based on the current environment of the device. For example one can create meters, charts, bars and sliders based on the currently attached sensors.
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Every widget has its own **create** function with a prototype like this:
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```c
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lv_obj_t * lv_<widget>_create(lv_obj_t * parent, <other parameters if any>);
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@@ -124,7 +124,7 @@ This is useful e.g. if you want to delete the parent of an object in the child's
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You can remove all the children of an object (but not the object itself) using `lv_obj_clean(obj)`.
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You can use `lv_obj_del_delayed(obj, 1000)` to delete an object after some time. The delay is expressed in milliseconds.
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You can use `lv_obj_del_delayed(obj, 1000)` to delete an object after some time. The delay is expressed in milliseconds.
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## Screens
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@@ -140,7 +140,7 @@ Screens can be created with any object type. For example, a [Base object](/widge
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### Get the active screen
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There is always an active screen on each display. By default, the library creates and loads a "Base object" as a screen for each display.
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To get the currently active screen use the `lv_scr_act()` function.
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To get the currently active screen use the `lv_scr_act()` function.
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### Load screens
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@@ -182,7 +182,7 @@ Visit [Multi-display support](/overview/display) to learn more.
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## Parts
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The widgets are built from multiple parts. For example a [Base object](/widgets/obj) uses the main and scrollbar parts but a [Slider](/widgets/core/slider) uses the main, indicator and knob parts.
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The widgets are built from multiple parts. For example a [Base object](/widgets/obj) uses the main and scrollbar parts but a [Slider](/widgets/core/slider) uses the main, indicator and knob parts.
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Parts are similar to *pseudo-elements* in CSS.
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The following predefined parts exist in LVGL:
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@@ -196,15 +196,15 @@ The following predefined parts exist in LVGL:
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- `LV_PART_CURSOR` Mark a specific place e.g. text area's or chart's cursor
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- `LV_PART_CUSTOM_FIRST` Custom parts can be added from here.
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The main purpose of parts is to allow styling the "components" of the widgets.
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The main purpose of parts is to allow styling the "components" of the widgets.
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They are described in more detail in the [Style overview](/overview/style) section.
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## States
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The object 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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@@ -215,8 +215,8 @@ The object can be in a combination of the following states:
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- `LV_STATE_USER_3` Custom state
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- `LV_STATE_USER_4` Custom state
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The states are usually automatically changed by the library as the user interacts with an object (presses, releases, focuses, etc.).
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However, the states can be changed manually too.
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The states are usually automatically changed by the library as the user interacts with an object (presses, releases, focuses, etc.).
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However, the states can be changed manually too.
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To set or clear given state (but leave the other states untouched) use `lv_obj_add/clear_state(obj, LV_STATE_...)`
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In both cases OR-ed state values can be used as well. E.g. `lv_obj_add_state(obj, part, LV_STATE_PRESSED | LV_PRESSED_CHECKED)`.
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