chore(docs) remove unneeded eval_rst statements
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```eval_rst
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```
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# Animations
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You can automatically change the value of a variable between a start and an end value using animations.
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```eval_rst
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```
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# Colors
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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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```eval_rst
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```
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# Positions, sizes, and layouts
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## Overview
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```eval_rst
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```
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# Displays
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``` 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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```eval_rst
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```
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# Drawing
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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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```eval_rst
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```
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# Events
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Events are triggered in LVGL when something happens which might be interesting to the user, e.g. when an object
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```eval_rst
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```
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# File system
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LVGL has a 'File system' abstraction module that enables you to attach any type of file system.
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```eval_rst
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```
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# Fonts
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In LVGL fonts are collections of bitmaps and other information required to render images of individual letters (glyph).
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```eval_rst
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```
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# Images
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An image can be a file or a variable which stores the bitmap itself and some metadata.
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```eval_rst
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```
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# Input devices
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An input device usually means:
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```eval_rst
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```
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# Overview
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```eval_rst
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```
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# Layers
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```eval_rst
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```
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# New widget
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```eval_rst
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```
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# Objects
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In LVGL the **basic building blocks** of a user interface are the objects, also called *Widgets*.
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```eval_rst
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```
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# ARM-2D GPU
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TODO
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```eval_rst
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```
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# DMA2D GPU
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TODO
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```eval_rst
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```
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# Renderers and GPUs
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```eval_rst
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```
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# NXP PXP and VGLite GPU
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TODO
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```eval_rst
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```
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# SDL renderer
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TODO
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```eval_rst
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```
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# Software renderer
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TODO
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```eval_rst
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```
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# Scroll
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## Overview
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```eval_rst
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```
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# Styles
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*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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```eval_rst
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```
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# Timers
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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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