docs: removes non ascii characters (#4175)

This commit is contained in:
Kevin Schlosser
2023-04-27 11:47:13 -06:00
committed by GitHub
parent e485dd8bb4
commit b1df744538
67 changed files with 457 additions and 457 deletions

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@@ -11,7 +11,7 @@ a multiple displays and a different driver for each (see below),
Basic setup
***********
Draw buffer(s) are simple array(s) that LVGL uses to render the screens
Draw buffer(s) are simple array(s) that LVGL uses to render the screen's
content. Once rendering is ready the content of the draw buffer is sent
to the display using the ``flush_cb`` function.
@@ -75,7 +75,7 @@ The draw buffers can be set with
- :cpp:enumerator:`LV_DISP_RENDER_MODE_FULL` The buffer can smaller or screen
sized but LVGL will always redraw the whole screen even is only 1
pixel has been changed. If two screen sized draw buffers are
provided, LVGLs display handling works like traditional double
provided, LVGL's display handling works like "traditional" double
buffering. This means the ``flush_cb`` callback only has to update
the address of the framebuffer (``color_p`` parameter).
@@ -112,7 +112,7 @@ Resolution
To set the resolution of the display after creation use
:cpp:expr:`lv_disp_set_res(disp, hor_res, ver_res)`
Its not mandatory to use the whole display for LVGL, however in some
It's not mandatory to use the whole display for LVGL, however in some
cases the physical resolution is important. For example the touchpad
still sees the whole resolution and the values needs to be converted to
the active LVGL display area. So the physical resoltution and the offset
@@ -124,13 +124,13 @@ Rotation
--------
LVGL supports rotation of the display in 90 degree increments. You can
select whether youd like software rotation or hardware rotation.
select whether you'd like software rotation or hardware rotation.
The orientation of the display can be changed with
``lv_disp_set_rotation(disp, LV_DISP_ROTATION_0/90/180/270, true/false)``.
LVGL will swap the horizontal and vertical resolutions internally
according to the set degree. IF the last paramter is ``true`` LVGL will
rotate the rendered image. If its ``false`` the display driver should
rotate the rendered image. If it's ``false`` the display driver should
rotate the rendered image.
Color format
@@ -173,7 +173,7 @@ native color format to the desired, therfore rendering in non-native
formats has a negative effect on peroformance. Learn more about
``draw_ctx`` `here </porting/gpu>`__.
Its very important that draw buffer(s) should be large enough for both
It's very important that draw buffer(s) should be large enough for both
the native format and the target color format. For example if
``LV_COLOR_DEPTH == 16`` and :cpp:enumerator:`LV_COLOR_FORMAT_XRGB8888` is selected
LVGL will choosoe the larger to figure out how many pixel can be

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@@ -24,7 +24,7 @@ Fields
- ``void (*draw_rect)()`` Draw a rectangle with shadow, gradient, border, etc.
- ``void (*draw_arc)()`` Draw an arc
- ``void (*draw_img_decoded)()`` Draw an (A)RGB image that is already decoded by LVGL.
- ``lv_res_t (*draw_img)()`` Draw an image before decoding it (it bypasses LVGLs internal image decoders)
- ``lv_res_t (*draw_img)()`` Draw an image before decoding it (it bypasses LVGL's internal image decoders)
- ``void (*draw_letter)()`` Draw a letter
- ``void (*draw_line)()`` Draw a line - ``void (*draw_polygon)()`` Draw a polygon
- ``void (*draw_bg)()`` Replace the buffer with a rect without decoration like radius or borders.
@@ -35,9 +35,9 @@ Fields
All ``draw_*`` callbacks receive a pointer to the current ``draw_ctx``
as their first parameter. Among the other parameters there is a
descriptor that tells what to draw, e.g. for ``draw_rect`` its called
descriptor that tells what to draw, e.g. for ``draw_rect`` it's called
:cpp:struct:`lv_draw_rect_dsc_t`,
for :cpp:func:`lv_draw_line` its called :cpp:struct:`lv_draw_line_dsc_t`,
for :cpp:func:`lv_draw_line` it's called :cpp:struct:`lv_draw_line_dsc_t`,
etc.
To correctly render according to a ``draw_dsc`` you need to be familiar
@@ -67,7 +67,7 @@ calling :cpp:func:`lv_disp_drv_register`. It makes it possible to use your own
Software renderer
*****************
LVGLs built in software renderer extends the basic :cpp:type:`lv_draw_ctx_t`
LVGL's built in software renderer extends the basic :cpp:type:`lv_draw_ctx_t`
structure and sets the draw callbacks. It looks like this:
.. code:: c
@@ -92,7 +92,7 @@ Blend callback
--------------
As you saw above the software renderer adds the ``blend`` callback
field. Its a special callback related to how the software renderer
field. It's a special callback related to how the software renderer
works. All draw operations end up in the ``blend`` callback which can
either fill an area or copy an image to an area by considering an optional mask.
@@ -100,7 +100,7 @@ The :cpp:struct:`lv_draw_sw_blend_dsc_t` parameter describes what and how to
blend. It has the following fields:
- ``const lv_area_t * blend_area`` The area with absolute coordinates to draw
on ``draw_ctx->buf``. If ``src_buf`` is set, its the coordinates of the image to blend.
on ``draw_ctx->buf``. If ``src_buf`` is set, it's the coordinates of the image to blend.
- ``const lv_color_t * src_buf`` Pointer to an image to blend. If set,
``color`` is ignored. If not set fill ``blend_area`` with ``color``
- ``lv_color_t color`` Fill color. Used only if ``src_buf == NULL``
@@ -116,7 +116,7 @@ Extend the software renderer
New blend callback
------------------
Lets take a practical example: you would like to use your MCUs GPU for
Let's take a practical example: you would like to use your MCUs GPU for
color fill operations only.
As all draw callbacks call ``blend`` callback to fill an area in the end
@@ -244,7 +244,7 @@ Fully custom draw engine
************************
For example if your MCU/MPU supports a powerful vector graphics engine
you might use only that instead of LVGLs SW renderer. In this case, you
you might use only that instead of LVGL's SW renderer. In this case, you
need to base the renderer on the basic :cpp:type:`lv_draw_ctx_t` (instead of
: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``.
Button
------
*Buttons* mean external hardware buttons next to the screen which are
*Buttons* mean external "hardware" buttons next to the screen which are
assigned to specific coordinates of the screen. If a button is pressed
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
- :c:macro:`LV_LOG_LEVEL_TRACE`: A lot of logs to give detailed information
- :c:macro:`LV_LOG_LEVEL_INFO`: Log important events
- :c:macro:`LV_LOG_LEVEL_WARN`: Log if something unwanted happened but didnt cause a problem
- :c:macro:`LV_LOG_LEVEL_WARN`: Log if something unwanted happened but didn't cause a problem
- :c:macro:`LV_LOG_LEVEL_ERROR`: Only critical issues, where the system may fail
- :c:macro:`LV_LOG_LEVEL_USER`: Only user messages
- :c:macro:`LV_LOG_LEVEL_NONE`: Do not log anything
@@ -36,8 +36,8 @@ If your system supports ``printf``, you just need to enable
Custom log function
-------------------
If you cant use ``printf`` or want to use a custom function to log, you
can register a logger callback with :cpp:func:`lv_log_register_print_cb`.
If you can't use ``printf`` or want to use a custom function to log, you
can register a "logger" callback with :cpp:func:`lv_log_register_print_cb`.
For example:

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@@ -6,7 +6,7 @@ Operating system and interrupts
LVGL is **not thread-safe** by default.
However, in the following conditions its valid to call LVGL related
However, in the following conditions it's valid to call LVGL related
functions: - In *events*. Learn more in :ref:`events`. -
In *lv_timer*. Learn more in `Timers </overview/timer>`__.
@@ -60,6 +60,6 @@ Try to avoid calling LVGL functions from interrupt handlers (except
this you have to disable the interrupt which uses LVGL functions while
:cpp:func:`lv_timer_handler` is running.
Its a better approach to simply set a flag or some value in the
It's a better approach to simply set a flag or some value in the
interrupt, and periodically check it in an LVGL timer (which is run by
:cpp:func:`lv_timer_handler`).

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@@ -61,7 +61,7 @@ Configuration file
------------------
There is a configuration header file for LVGL called **lv_conf.h**. You
modify this header to set the librarys basic behavior, disable unused
modify this header to set the library's basic behavior, disable unused
modules and features, adjust the size of memory buffers in compile-time,
etc.
@@ -77,7 +77,7 @@ content. So the layout of the files should look like this:
|-other files and folders
Comments in the config file explain the meaning of the options. Be sure
to set at least :c:macro:`LV_COLOR_DEPTH` according to your displays color
to set at least :c:macro:`LV_COLOR_DEPTH` according to your display's color
depth. Note that, the examples and demos explicitly need to be enabled
in ``lv_conf.h``.