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docs(intro): improve initial presentation of LVGL... (#8597)
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This commit is contained in:
@@ -94,29 +94,3 @@ Appendix
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CHANGELOG
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CHANGELOG
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API/index
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API/index
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.. The below toctree directive is merely to eliminate 2 Sphinx warnings that these 2
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files are "not included in any toctree". Their sole purpose is so that any reader
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noticing the URL structure and (as an experiment) browsing to
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https://docs.lvgl.io/master/intro/
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or
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https://docs.lvgl.io/master/details/
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will not be met by a 404 (File not found) error from the docs server.
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Note: this must be accompanied by "'includehidden': False" in `conf.py` in the
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`html_theme_options` dictionary so that these 2 files do not appear as redundant
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entries in the top-level navigation tree. (This is the only toctree directive
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with the :hidden: attribute.)
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.. Commenting out the below for Furo theme.
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.. toctree::
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:hidden:
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intro/index
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details/index
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@@ -4,19 +4,59 @@
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Introduction
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Introduction
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============
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============
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LVGL (Light and Versatile Graphics Library) is a free and open-source graphics
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LVGL (Light and Versatile Graphics Library) is a free and open-source C graphics
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library providing everything you need to create an embedded GUI with easy-to-use
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library providing everything you need to create an embedded GUI with easy-to-use
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graphical elements, beautiful visual effects, and a low memory footprint.
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graphical elements, beautiful visual effects, and a low memory footprint.
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You :ref:`add LVGL to your project <adding_lvgl_to_your_project>`, provide it with
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LVGL provides the "GUI engine" that handles all end-user interaction with your
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inputs and the method for pixels to flow to the display panel(s), and LVGL does the
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application, including not only drawing the contents of the display and accepting
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heavy lifting in between.
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user input and turning it into events "catchable" by the application, but also
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providing 30+ built-in widgets, 100+ style properties, scrolling, animations,
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advanced software rendering, built-in GPU support from MCUs to OpenGL, and much more.
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The combination of these enable you to efficiently develop UIs without having to
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re-invent the wheel.
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Using LVGL in a firmware project effectively reduces the GUI-developer's job to
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defining the GUI and furnishing it with appropriate event hooks to carry out the
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valuable work of the GUI.
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LVGL can use GUIs that are 100% defined in C code you write (for which any updates to
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the GUI require modifying that C code and re-flashing the firmware), or GUI
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definitions provided in XML files (for which updates to the GUI require only
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modifying the XML files that define the GUI for that firmware), or any combination of
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these two that suits your project.
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.. _key_features:
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Key Features
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************
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- Powerful building blocks such as :ref:`buttons, charts, lists, sliders, images <widgets>`, etc.
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- Advanced graphics with animations, anti-aliasing, opacity, smooth scrolling
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- Various input devices such as touchpad, mouse, keyboard, encoder, etc.
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- Multi-language support with UTF-8 encoding
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- Multi-display support, even with mixed color formats
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- Fully customizable graphic elements with CSS-like styles
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- Hardware independent: use with any microcontroller or display
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- Scalable: able to operate with little memory (64 kB Flash, 16 kB RAM)
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- :ref:`OS <threading>`, external memory and :ref:`GPU <draw>` are supported but not required
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- Single frame buffer operation even with advanced graphic effects
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- Written in C for maximal compatibility (C++ compatible)
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- :ref:`Simulator <simulator>` to start embedded GUI design on a PC without embedded hardware
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- User code developed under simulator can be shared with firmware to make UI development more efficient.
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- Binding to :ref:`MicroPython`
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- Tutorials, examples, themes for rapid GUI design
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- Documentation is available online
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- Free and open-source under MIT license
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- Free for commercial projects
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.. toctree::
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.. toctree::
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:maxdepth: 2
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:maxdepth: 2
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key_features
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requirements
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requirements
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license
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license
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faq
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faq
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@@ -1,25 +0,0 @@
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.. _key_features:
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============
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Key features
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============
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- Powerful building blocks such as :ref:`buttons, charts, lists, sliders, images <widgets>`, etc.
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- Advanced graphics with animations, anti-aliasing, opacity, smooth scrolling
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- Various input devices such as touchpad, mouse, keyboard, encoder, etc.
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- Multi-language support with UTF-8 encoding
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- Multi-display support, even with mixed color formats
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- Fully customizable graphic elements with CSS-like styles
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- Hardware independent: use with any microcontroller or display
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- Scalable: able to operate with little memory (64 kB Flash, 16 kB RAM)
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- :ref:`OS <threading>`, external memory and :ref:`GPU <draw>` are supported but not required
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- Single frame buffer operation even with advanced graphic effects
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- Written in C for maximal compatibility (C++ compatible)
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- :ref:`Simulator <simulator>` to start embedded GUI design on a PC without embedded hardware
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- User code developed under simulator can be shared with firmware to make UI development more efficient.
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- Binding to :ref:`MicroPython`
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- Tutorials, examples, themes for rapid GUI design
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- Documentation is available online
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- Free and open-source under MIT license
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@@ -11,17 +11,20 @@ run LVGL. The minimal requirements are:
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* > 16 MHz clock speed is recommended
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* > 16 MHz clock speed is recommended
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* Flash/ROM: > 64 kB for the very essential components (> 180 kB is recommended)
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* Flash/ROM: > 64 kB for the very essential components (> 180 kB is recommended)
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* RAM:
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* RAM:
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* Static RAM usage: ~2 kB depending on the used features and Widget types
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* stack: > 2kB (> 8 kB recommended)
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* Static RAM usage: ~2 kB depending on the used features and Widget types
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* Dynamic data (heap): > 2 KB (> 48 kB is recommended if using many GUI Widgets).
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* stack: > 2kB (> 8 kB recommended)
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Set by :c:macro:`LV_MEM_SIZE` in ``lv_conf.h``.
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* Dynamic data (heap): > 2 KB (> 48 kB is recommended if using many GUI Widgets).
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* Display buffer: > *"Horizontal resolution"* pixels (> 10 X *"Horizontal resolution"* is recommended)
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Set by :c:macro:`LV_MEM_SIZE` in ``lv_conf.h``.
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* One frame buffer in the MCU or in an external display controller
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* Display buffer: > *"Horizontal resolution"* pixels (> 10 X *"Horizontal resolution"* is recommended)
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* One frame buffer in the MCU or in an external display controller
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* C99 or newer compiler
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* C99 or newer compiler
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* Basic C (or C++) knowledge:
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* Basic C (or C++) knowledge:
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* `pointers <https://www.tutorialspoint.com/cprogramming/c_pointers.htm>`__.
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* `structs <https://www.tutorialspoint.com/cprogramming/c_structures.htm>`__.
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* `pointers <https://www.tutorialspoint.com/cprogramming/c_pointers.htm>`__.
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* `callbacks <https://www.geeksforgeeks.org/callbacks-in-c/>`__.
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* `structs <https://www.tutorialspoint.com/cprogramming/c_structures.htm>`__.
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* `callbacks <https://www.geeksforgeeks.org/callbacks-in-c/>`__.
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.. note::
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.. note::
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*Memory usage may vary depending on architecture, compiler and build options.*
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*Memory usage may vary depending on architecture, compiler and build options.*
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