chore(docs) remove unneeded eval_rst statements

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# Contributing

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# Cpp
In progress: https://github.com/lvgl/lv_binding_cpp

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# Bindings

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# Micropython
## What is Micropython?

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# Get started
There are several ways to get your feet wet with LVGL. Here is one recommended order of documents to read and things to play with when you are learning to use LVGL:

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# FreeRTOS
TODO

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# (RT)OS
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# NuttX RTOS
## What is NuttX?

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# RT-Thread RTOS
<img src="https://raw.githubusercontent.com/RT-Thread/rt-thread/master/documentation/figures/logo.png" width=40% style="float: center;" >

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# Zephyr
TODO

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# Arduino

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# CMake
LVGL supports integrating with [CMake](https://cmake.org/). It comes with preconfigured targets for:

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# Espressif (ESP32 chip series)
LVGL can be used and configured as a standard [ESP-IDF](https://github.com/espressif/esp-idf) component.

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# Platforms
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# NXP
NXP has integrated LVGL into the MCUXpresso SDK packages for several of their general
purpose and crossover microcontrollers, allowing easy evaluation and migration into your

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# Simulator on PC

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# STM32

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# Tasmota and berry
## What is Tasmota?

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# Quick overview

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# Introduction

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# Flex

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# Grid

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# Layouts

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# BMP decoder

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# FFmpeg support
[FFmpeg](https://www.ffmpeg.org/) A complete, cross-platform solution to record, convert and stream audio and video.

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# FreeType support
Interface to [FreeType](https://www.freetype.org/) to generate font bitmaps run time.

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# File System Interfaces

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# GIF decoder
Allow using GIF images in LVGL. Based on https://github.com/lecram/gifdec

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# 3rd party libraries

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# PNG decoder

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# QR code

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# Lottie player

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# JPG decoder

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# Fragment

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# Grid navigation
Grid navigation (gridnav for short) is a feature that changes the currently focused child object as arrow keys are pressed.

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## Image font (imgfont)
Draw image in label or span obj with imgfont.
This is often used to display Unicode emoji icons in text.

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# Others

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# Monkey
A simple monkey test. Use random input to stress test the application.

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# Messaging
Messaging (`lv_msg`) is a classic []publisher subscriber](https://en.wikipedia.org/wiki/Publish%E2%80%93subscribe_pattern) implementation for LVGL.

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# Snapshot
Snapshot provides APIs to take snapshot image for LVGL object together with its children. The image will look exactly like the object.

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# Animations
You can automatically change the value of a variable between a start and an end value using animations.

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# Colors
The color module handles all color-related functions like changing color depth, creating colors from hex code, converting between color depths, mixing colors, etc.

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# Positions, sizes, and layouts
## Overview

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# Displays
``` important:: The basic concept of a *display* in LVGL is explained in the [Porting](/porting/display) section. So before reading further, please read the [Porting](/porting/display) section first.

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# Drawing
With LVGL, you don't need to draw anything manually. Just create objects (like buttons, labels, arc, etc.), move and change them, and LVGL will refresh and redraw what is required.

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# Events
Events are triggered in LVGL when something happens which might be interesting to the user, e.g. when an object

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# File system
LVGL has a 'File system' abstraction module that enables you to attach any type of file system.

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# Fonts
In LVGL fonts are collections of bitmaps and other information required to render images of individual letters (glyph).

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# Images
An image can be a file or a variable which stores the bitmap itself and some metadata.

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# Input devices
An input device usually means:

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# Overview

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# Layers

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# New widget

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# Objects
In LVGL the **basic building blocks** of a user interface are the objects, also called *Widgets*.

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# ARM-2D GPU
TODO

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# DMA2D GPU
TODO

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# Renderers and GPUs

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# NXP PXP and VGLite GPU
TODO

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# SDL renderer
TODO

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# Software renderer
TODO

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# Scroll
## Overview

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# Styles
*Styles* are used to set the appearance of objects. Styles in lvgl are heavily inspired by CSS. The concept in a nutshell is as follows:

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# Timers
LVGL has a built-in timer system. You can register a function to have it be called periodically. The timers are handled and called in `lv_timer_handler()`, which needs to be called every few milliseconds.

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# Display interface
To register a display for LVGL, a `lv_disp_draw_buf_t` and a `lv_disp_drv_t` variable have to be initialized.

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# Add custom GPU
LVGL has a flexible and extendable draw pipeline. You can hook it to do some rendering with a GPU or even completely replace the built-in software renderer.

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# Input device interface
## Types of input devices

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# Porting

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# Logging
LVGL has a built-in *Log* module to inform the user about what is happening in the library.

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# Operating system and interrupts
LVGL is **not thread-safe** by default.

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# Set up a project

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# Sleep management
The MCU can go to sleep when no user input happens. In this case, the main `while(1)` should look like this:

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# Tick interface
LVGL needs a system tick to know elapsed time for animations and other tasks.

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# Timer Handler
To handle the tasks of LVGL you need to call `lv_timer_handler()` periodically in one of the following:

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# Arc (lv_arc)
## Overview

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# Bar (lv_bar)
## Overview

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# Button (lv_btn)
## Overview

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# Button matrix (lv_btnmatrix)
## Overview

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# Canvas (lv_canvas)

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# Checkbox (lv_checkbox)

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# Drop-down list (lv_dropdown)

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# Image (lv_img)

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# Core widgets
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# Label (lv_label)
## Overview

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# Line (lv_line)
## Overview

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# Roller (lv_roller)
## Overview

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# Slider (lv_slider)
## Overview

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# Switch (lv_switch)

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# Table (lv_table)
## Overview

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# Text area (lv_textarea)
## Overview

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# Animation Image (lv_animimg)
## Overview

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# Calendar (lv_calendar)
## Overview

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# Chart (lv_chart)
## Overview

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# Color wheel (lv_colorwheel)
## Overview

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# Image button (lv_imgbtn)
## Overview

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# Extra widgets
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# Keyboard (lv_keyboard)

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# LED (lv_led)
## Overview

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# List (lv_list)
## Overview

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# Menu (lv_menu)
## Overview

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