Lines Matching refs:to

4 Connecting LVGL to Your Hardware
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.
21 This needs to be done before making any other LVGL calls.
32 milliseconds to manage LVGL timers. See :ref:`timer_handler` for different ways
33 to do this.
37 8. Thereafter #include "lvgl/lvgl.h" in source files wherever you need to use LVGL
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
60 :cpp:expr:`my_get_milliseconds()` needs to return the number of milliseconds
78 called from an interrupt if writing to a ``uint32_t`` value is atomic on your
79 platform. See below and the :ref:`threading` section to learn more.
83 system (causing the update of the Tick value to not be atomic) and your platform uses
85 to :cpp:expr:`lv_tick_set_cb(my_get_milliseconds)`:
102 * Now value is copied to register pair W0:W1
103 * where it can be written to any destination. */
112 what *not* to do: this can "seem" to work, but LVGL's timing will be incorrect
113 because the execution time of :c:func:`lv_timer_handler` varies from call to call and
129 LVGL needs to be supplied with knowledge about each display panel you want it to use.
133 - where to render pixels for it (:ref:`draw_buffers`), and
134 - how to send those rendered pixels to it (:ref:`flush_callback`).
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
156 See :ref:`indev_creation` to see how to do this.