chore(docs) remove unneeded eval_rst statements

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embeddedt
2022-05-09 13:34:51 -04:00
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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.