docs: removes non ascii characters (#4175)
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@@ -11,7 +11,7 @@ a multiple displays and a different driver for each (see below),
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Basic setup
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***********
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Draw buffer(s) are simple array(s) that LVGL uses to render the screen’s
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Draw buffer(s) are simple array(s) that LVGL uses to render the screen's
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content. Once rendering is ready the content of the draw buffer is sent
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to the display using the ``flush_cb`` function.
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@@ -75,7 +75,7 @@ The draw buffers can be set with
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- :cpp:enumerator:`LV_DISP_RENDER_MODE_FULL` The buffer can smaller or screen
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sized but LVGL will always redraw the whole screen even is only 1
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pixel has been changed. If two screen sized draw buffers are
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provided, LVGL’s display handling works like “traditional” double
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provided, LVGL's display handling works like "traditional" double
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buffering. This means the ``flush_cb`` callback only has to update
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the address of the framebuffer (``color_p`` parameter).
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@@ -112,7 +112,7 @@ Resolution
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To set the resolution of the display after creation use
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:cpp:expr:`lv_disp_set_res(disp, hor_res, ver_res)`
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It’s not mandatory to use the whole display for LVGL, however in some
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It's not mandatory to use the whole display for LVGL, however in some
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cases the physical resolution is important. For example the touchpad
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still sees the whole resolution and the values needs to be converted to
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the active LVGL display area. So the physical resoltution and the offset
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@@ -124,13 +124,13 @@ Rotation
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--------
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LVGL supports rotation of the display in 90 degree increments. You can
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select whether you’d like software rotation or hardware rotation.
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select whether you'd like software rotation or hardware rotation.
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The orientation of the display can be changed with
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``lv_disp_set_rotation(disp, LV_DISP_ROTATION_0/90/180/270, true/false)``.
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LVGL will swap the horizontal and vertical resolutions internally
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according to the set degree. IF the last paramter is ``true`` LVGL will
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rotate the rendered image. If it’s ``false`` the display driver should
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rotate the rendered image. If it's ``false`` the display driver should
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rotate the rendered image.
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Color format
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@@ -173,7 +173,7 @@ native color format to the desired, therfore rendering in non-native
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formats has a negative effect on peroformance. Learn more about
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``draw_ctx`` `here </porting/gpu>`__.
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It’s very important that draw buffer(s) should be large enough for both
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It's very important that draw buffer(s) should be large enough for both
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the native format and the target color format. For example if
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``LV_COLOR_DEPTH == 16`` and :cpp:enumerator:`LV_COLOR_FORMAT_XRGB8888` is selected
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LVGL will choosoe the larger to figure out how many pixel can be
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@@ -24,7 +24,7 @@ Fields
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- ``void (*draw_rect)()`` Draw a rectangle with shadow, gradient, border, etc.
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- ``void (*draw_arc)()`` Draw an arc
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- ``void (*draw_img_decoded)()`` Draw an (A)RGB image that is already decoded by LVGL.
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- ``lv_res_t (*draw_img)()`` Draw an image before decoding it (it bypasses LVGL’s internal image decoders)
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- ``lv_res_t (*draw_img)()`` Draw an image before decoding it (it bypasses LVGL's internal image decoders)
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- ``void (*draw_letter)()`` Draw a letter
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- ``void (*draw_line)()`` Draw a line - ``void (*draw_polygon)()`` Draw a polygon
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- ``void (*draw_bg)()`` Replace the buffer with a rect without decoration like radius or borders.
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@@ -35,9 +35,9 @@ Fields
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All ``draw_*`` callbacks receive a pointer to the current ``draw_ctx``
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as their first parameter. Among the other parameters there is a
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descriptor that tells what to draw, e.g. for ``draw_rect`` it’s called
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descriptor that tells what to draw, e.g. for ``draw_rect`` it's called
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:cpp:struct:`lv_draw_rect_dsc_t`,
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for :cpp:func:`lv_draw_line` it’s called :cpp:struct:`lv_draw_line_dsc_t`,
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for :cpp:func:`lv_draw_line` it's called :cpp:struct:`lv_draw_line_dsc_t`,
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etc.
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To correctly render according to a ``draw_dsc`` you need to be familiar
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@@ -67,7 +67,7 @@ calling :cpp:func:`lv_disp_drv_register`. It makes it possible to use your own
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Software renderer
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*****************
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LVGL’s built in software renderer extends the basic :cpp:type:`lv_draw_ctx_t`
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LVGL's built in software renderer extends the basic :cpp:type:`lv_draw_ctx_t`
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structure and sets the draw callbacks. It looks like this:
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.. code:: c
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@@ -92,7 +92,7 @@ Blend callback
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--------------
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As you saw above the software renderer adds the ``blend`` callback
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field. It’s a special callback related to how the software renderer
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field. It's a special callback related to how the software renderer
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works. All draw operations end up in the ``blend`` callback which can
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either fill an area or copy an image to an area by considering an optional mask.
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@@ -100,7 +100,7 @@ The :cpp:struct:`lv_draw_sw_blend_dsc_t` parameter describes what and how to
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blend. It has the following fields:
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- ``const lv_area_t * blend_area`` The area with absolute coordinates to draw
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on ``draw_ctx->buf``. If ``src_buf`` is set, it’s the coordinates of the image to blend.
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on ``draw_ctx->buf``. If ``src_buf`` is set, it's the coordinates of the image to blend.
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- ``const lv_color_t * src_buf`` Pointer to an image to blend. If set,
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``color`` is ignored. If not set fill ``blend_area`` with ``color``
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- ``lv_color_t color`` Fill color. Used only if ``src_buf == NULL``
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@@ -116,7 +116,7 @@ Extend the software renderer
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New blend callback
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------------------
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Let’s take a practical example: you would like to use your MCUs GPU for
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Let's take a practical example: you would like to use your MCUs GPU for
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color fill operations only.
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As all draw callbacks call ``blend`` callback to fill an area in the end
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@@ -244,7 +244,7 @@ Fully custom draw engine
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************************
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For example if your MCU/MPU supports a powerful vector graphics engine
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you might use only that instead of LVGL’s SW renderer. In this case, you
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you might use only that instead of LVGL's SW renderer. In this case, you
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need to base the renderer on the basic :cpp:type:`lv_draw_ctx_t` (instead of
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:cpp:struct:`lv_draw_sw_ctx_t`) and extend/initialize it as you wish.
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@@ -154,7 +154,7 @@ specified in ``indev_drv.long_press_repeat_time``.
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Button
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------
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*Buttons* mean external “hardware” buttons next to the screen which are
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*Buttons* mean external "hardware" buttons next to the screen which are
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assigned to specific coordinates of the screen. If a button is pressed
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it will simulate the pressing on the assigned coordinate. (Similarly to a touchpad)
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@@ -15,7 +15,7 @@ To enable logging, set :c:macro:`LV_USE_LOG` in ``lv_conf.h`` and set
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- :c:macro:`LV_LOG_LEVEL_TRACE`: A lot of logs to give detailed information
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- :c:macro:`LV_LOG_LEVEL_INFO`: Log important events
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- :c:macro:`LV_LOG_LEVEL_WARN`: Log if something unwanted happened but didn’t cause a problem
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- :c:macro:`LV_LOG_LEVEL_WARN`: Log if something unwanted happened but didn't cause a problem
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- :c:macro:`LV_LOG_LEVEL_ERROR`: Only critical issues, where the system may fail
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- :c:macro:`LV_LOG_LEVEL_USER`: Only user messages
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- :c:macro:`LV_LOG_LEVEL_NONE`: Do not log anything
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@@ -36,8 +36,8 @@ If your system supports ``printf``, you just need to enable
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Custom log function
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-------------------
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If you can’t use ``printf`` or want to use a custom function to log, you
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can register a “logger” callback with :cpp:func:`lv_log_register_print_cb`.
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If you can't use ``printf`` or want to use a custom function to log, you
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can register a "logger" callback with :cpp:func:`lv_log_register_print_cb`.
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For example:
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@@ -6,7 +6,7 @@ Operating system and interrupts
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LVGL is **not thread-safe** by default.
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However, in the following conditions it’s valid to call LVGL related
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However, in the following conditions it's valid to call LVGL related
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functions: - In *events*. Learn more in :ref:`events`. -
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In *lv_timer*. Learn more in `Timers </overview/timer>`__.
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@@ -60,6 +60,6 @@ Try to avoid calling LVGL functions from interrupt handlers (except
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this you have to disable the interrupt which uses LVGL functions while
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:cpp:func:`lv_timer_handler` is running.
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It’s a better approach to simply set a flag or some value in the
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It's a better approach to simply set a flag or some value in the
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interrupt, and periodically check it in an LVGL timer (which is run by
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:cpp:func:`lv_timer_handler`).
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@@ -61,7 +61,7 @@ Configuration file
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------------------
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There is a configuration header file for LVGL called **lv_conf.h**. You
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modify this header to set the library’s basic behavior, disable unused
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modify this header to set the library's basic behavior, disable unused
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modules and features, adjust the size of memory buffers in compile-time,
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etc.
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@@ -77,7 +77,7 @@ content. So the layout of the files should look like this:
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|-other files and folders
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Comments in the config file explain the meaning of the options. Be sure
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to set at least :c:macro:`LV_COLOR_DEPTH` according to your display’s color
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to set at least :c:macro:`LV_COLOR_DEPTH` according to your display's color
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depth. Note that, the examples and demos explicitly need to be enabled
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in ``lv_conf.h``.
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