docs(getting_started.rst): fix typos (replaces PR #7829) (#7970)

This commit is contained in:
Victor Wheeler
2025-03-23 05:27:44 -06:00
committed by GitHub
parent 23aacbc1d7
commit 58afe9f30b
+18 -18
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@@ -55,9 +55,9 @@ Application's Job
-----------------
After initialization, the application's job is merely to create :ref:`Widget Trees
<widget_overview>` when they are needed, manage events those Widgets generate (by way
of user interaction and other things), and delete them when they are no longer
needed. LVGL takes care of the rest.
<widget_overview>` when they are needed, manage events those Widgets generate
(through user interactions and similar), and delete them when they are no
longer needed. LVGL takes care of the rest.
@@ -76,8 +76,8 @@ between two terms that you will hereafter see frequently:
- A **Display** or **Display Panel** is the physical hardware displaying the pixels.
- A :ref:`display` object is an object in RAM that represents a **Display** LVGL will render to.
- A **Screen** is the "root" Widget in the :ref:`Widget Trees <widget_overview>`
mentioned above, and are "attached to" a particular :ref:`display`.
- **Screen** objects are the "root" Widgets in the :ref:`Widget Trees <widget_overview>`
mentioned above, and each **Screen** is "attached to" a particular :ref:`display`.
Default Display
@@ -109,9 +109,9 @@ See :ref:`active_screen` for more information.
Widgets
-------
After LVGL is initialized (see :ref:`initializing_lvgl`), to create an interactive
user interface, an application next creates a tree of Widgets that LVGL can render to
the associated display, and with which the user can interact.
After LVGL is initialized (see :ref:`initializing_lvgl`), an application creates a
tree of Widgets that LVGL can render to the associated display to create a user
interface with which the user can interact.
Widgets are "intelligent" LVGL graphical elements such as :ref:`Base Widget
<base_widget>` (simple rectangles and :ref:`screens`), Buttons, Labels, Checkboxes,
@@ -119,16 +119,16 @@ Switches, Sliders, Charts, etc. See :ref:`widgets` to see the full list.
To build this Widget Tree, the application first acquires a pointer to a Screen Widget.
You are free to use the default Screen created with the :ref:`display` and/or
create your own. To create a new Screen Widget, simply create a Widget passing
create your own. To create a new Screen Widget, simply create a Widget with
NULL as the parent argument. Technically, this can be any type of Widget, but in
most cases it is a :ref:`base_widget`. (An example of another type of Widget
sometimes used as a Screen is an :ref:`lv_image` Widget to supply an image for the
background.)
The application then adds Widgets to this Screen as children in the tree. Widgets
are automatically added as children to their parent Widgets at time of creation ---
The application then adds Widgets to this Screen which are children in its tree.
Widgets are automatically added as children to their parent Widgets at time of creation ---
the Widget's parent is passed as the first argument to the function that creates
the Widget. After being so added, we say that the parent Widget "contains" the
the Widget. After being added, we say that the parent Widget "contains" the
child Widget.
Any Widget can contain other Widgets. For example, if you want a Button to have
@@ -151,8 +151,8 @@ new screen.
You are free to keep any number of Screens (and their child Widgets) in
RAM (e.g. for quick re-display again later). Doing so:
- requires more RAM, but
- can avoid repeatedly creating the Screen and its child Widgets;
- requires more RAM,
- avoids repeatedly creating the Screen and its child Widgets, and
- can be handy when a Screen is complex and/or can be made the :ref:`active_screen` frequently.
If multiple Screens are maintained in RAM simultaneously, it is up to you how they
@@ -206,7 +206,7 @@ Example:
lv_slider_set_value(slider1, 70, LV_ANIM_ON);
To see the full API for any Widget, see its documentation under :ref:`widgets`, study
To see the full API for any Widget, see its documentation at :ref:`widgets`, study
its related header file in the source code, e.g.
- lvgl/src/widgets/slider/lv_slider.h
@@ -250,8 +250,8 @@ A callback is assigned like this:
:cpp:enumerator:`LV_EVENT_ALL` can be used instead of :cpp:enumerator:`LV_EVENT_CLICKED`
to invoke the callback for all events. (Beware: there are a LOT of events! This can
be handy for debugging or learning what events occur for a given Widget, or indeed
if the application needs to process all events for some reason.)
be handy for debugging or learning what events occur for a given Widget or if, for
some reason, the application needs to process all events.)
Event callbacks receive the argument :cpp:expr:`lv_event_t * e` containing the
current event code and other event-related information. The current event code can
@@ -297,7 +297,7 @@ Widgets can be in a combination of the following states:
- :cpp:enumerator:`LV_STATE_CHECKED`: Toggled or checked state
- :cpp:enumerator:`LV_STATE_FOCUSED`: Focused via keypad or encoder or clicked via touchpad/mouse
- :cpp:enumerator:`LV_STATE_FOCUS_KEY`: Focused via keypad or encoder but not via touchpad/mouse
- :cpp:enumerator:`LV_STATE_EDITED`: Edit by an encoder
- :cpp:enumerator:`LV_STATE_EDITED`: Edited by an encoder
- :cpp:enumerator:`LV_STATE_HOVERED`: Hovered by mouse
- :cpp:enumerator:`LV_STATE_PRESSED`: Being pressed
- :cpp:enumerator:`LV_STATE_SCROLLED`: Being scrolled