docs(obj): fix wording

This commit is contained in:
Gabor Kiss-Vamosi
2023-10-04 13:30:27 +02:00
parent aed8473d10
commit 9b06972104

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@@ -3,9 +3,9 @@ Objects
=======
In LVGL the **basic building blocks** of a user interface are the
objects, also called *Widgets*. For example a
`Button </widgets/btn>`__, `Label </widgets/label>`__,
`Image </widgets/img>`__, `List </widgets/list>`__,
objects, also called *Widgets*. For example a
`Button </widgets/btn>`__, `Label </widgets/label>`__,
`Image </widgets/img>`__, `List </widgets/list>`__,
`Chart </widgets/chart>`__ or `Text area </widgets/textarea>`__.
You can see all the `Object types </widgets/index>`__ here.
@@ -22,11 +22,11 @@ Basic attributes
All object types share some basic attributes:
- Position
- Size
- Position
- Size
- Parent
- Styles
- Event handlers
- Styles
- Event handlers
- Etc
You can set/get these attributes with ``lv_obj_set_...`` and
@@ -45,7 +45,7 @@ Specific attributes
The object types have special attributes too. For example, a slider has
- Minimum and maximum values
- Minimum and maximum values
- Current value
For these special attributes, every object type may have unique API
@@ -174,7 +174,7 @@ be created like:
lv_obj_t * scr1 = lv_obj_create(NULL);
Screens can be created with any object type. For example, a
Screens can be created with any object type. For example, a
`Base object </widgets/obj>`__ or an image to make a wallpaper.
Get the active screen
@@ -193,9 +193,9 @@ To load a new screen, use :cpp:expr:`lv_scr_load(scr1)`.
Layers
------
There are two automatically generated layers:
There are two automatically generated layers:
- top layer
- top layer
- system layer
They are independent of the screens and they will be shown on every
@@ -216,7 +216,7 @@ Load screen with animation
A new screen can be loaded with animation by using
:cpp:expr:`lv_scr_load_anim(scr, transition_type, time, delay, auto_del)`. The
following transition types exist:
following transition types exist:
- :cpp:enumerator:`LV_SCR_LOAD_ANIM_NONE`: Switch immediately after ``delay`` milliseconds
- :cpp:enumerator:`LV_SCR_LOAD_ANIM_OVER_LEFT`, :cpp:enumerator:`LV_SCR_LOAD_ANIM_OVER_RIGHT`, :cpp:enumerator:`LV_SCR_LOAD_ANIM_OVER_TOP` and :cpp:enumerator:`LV_SCR_LOAD_ANIM_OVER_BOTTOM`: Move the new screen over the current towards the given direction
@@ -240,19 +240,19 @@ Screens are created on the currently selected *default display*. The
display using :cpp:expr:`lv_disp_set_default(disp)`.
:cpp:func:`lv_scr_act`, :cpp:func:`lv_scr_load` and :cpp:func:`lv_scr_load_anim` operate
on the default screen.
on the default display.
Visit `Multi-display support </overview/display>`__ to learn more.
Parts
*****
The widgets are built from multiple parts. For example a
The widgets are built from multiple parts. For example a
`Base object </widgets/obj>`__ uses the main and scrollbar parts but a
`Slider </widgets/slider>`__ uses the main, indicator and knob parts.
Parts are similar to *pseudo-elements* in CSS.
The following predefined parts exist in LVGL:
The following predefined parts exist in LVGL:
- :cpp:enumerator:`LV_PART_MAIN`: A background like rectangle
- :cpp:enumerator:`LV_PART_SCROLLBAR`: The scrollbar(s)
@@ -265,7 +265,7 @@ The following predefined parts exist in LVGL:
- :cpp:enumerator:`LV_PART_CUSTOM_FIRST`: Custom parts can be added from here.
The main purpose of parts is to allow styling the "components" of the
widgets. They are described in more detail in the
widgets. They are described in more detail in the
`Style overview </overview/style>`__ section.
States