Lines Matching full:lvgl
4 Connecting LVGL to Your Hardware
10 Initializing LVGL
14 - :ref:`acquired LVGL <getting_lvgl>`,
15 - added the appropriate LVGL files to your project, and
18 you will need to complete a few more steps to get your project up and running with LVGL.
20 1. Initialize LVGL once early during system execution by calling :cpp:func:`lv_init`.
21 This needs to be done before making any other LVGL calls.
31 6. Drive LVGL time-related tasks by calling :cpp:func:`lv_timer_handler` every few
32 milliseconds to manage LVGL timers. See :ref:`timer_handler` for different ways
37 8. Thereafter #include "lvgl/lvgl.h" in source files wherever you need to use LVGL
47 LVGL needs awareness of what time it is (i.e. elapsed time in milliseconds) for
53 :alt: LVGL Data Flow
56 There are two ways to provide this information to LVGL:
58 1. Supply LVGL with a callback function to retrieve elapsed system milliseconds by
77 .. note:: :cpp:func:`lv_tick_inc` is only one of two LVGL functions that may be
112 what *not* to do: this can "seem" to work, but LVGL's timing will be incorrect
129 LVGL needs to be supplied with knowledge about each display panel you want it to use.
136 See the respective links for how to supply LVGL with this knowledge.
144 LVGL needs to know how to get input from all user-input devices that will be used in
145 your project. LVGL supports a wide variety of user-input devices: