Lines Matching refs:ref
29 You create one :ref:`display` for each physical display panel, create
30 :ref:`basics_screen_widgets` on them, add :ref:`basics_widgets` onto those Screens.
31 To handle touch, mouse, keypad, etc., you :ref:`create an Input Device <indev_creation>`
32 for each. The :ref:`tick_interface` tells LVGL what time is it. :ref:`timer_handler`
68 - A :ref:`display` object is an object in RAM that represents a **Display** meant
71 "attached to" a particular :ref:`display`.
76 When the first :ref:`display` object is created, it becomes the Default Display.
78 See :ref:`default_display` for more information.
87 :ref:`Widget <widgets>` created without a parent --- the "root" of each Widget Tree.
89 See :ref:`screens` for more details.
96 See :ref:`active_screen` for more information.
103 After LVGL is initialized (see :ref:`initializing_lvgl`), to create an interactive
107 Widgets are "intelligent" LVGL graphical elements such as :ref:`Base Widgets
108 <base_widget_overview>` (simple rectangles and :ref:`screens`), Buttons, Labels,
109 Checkboxes, Switches, Sliders, Charts, etc. Go to :ref:`widgets` to see the full
113 A system designer is free to use the default Screen created with the :ref:`display`
116 most cases it is a :ref:`base_widget_overview`. (An example of another type of
117 Widget being used as a Screen is an :ref:`lv_image` Widget to supply an image for the
137 when the Screen is the :ref:`active_screen`. If you want to delete the current Screen
148 - can be handy when a Screen is complex and/or can be made the :ref:`active_screen` frequently.
200 :ref:`widgets` or study its related header file in the source code, e.g.
260 To learn all features of the events go to the :ref:`events` section.
270 :ref:`lv_slider` has :cpp:enumerator:`LV_PART_MAIN`, :cpp:enumerator:`LV_PART_INDICATOR`
332 See :ref:`style_properties_overview` for more details.
334 See :ref:`style_properties` to see the full list.
388 To learn all the features of styles see :ref:`styles`.
408 LVGL can even be used with :ref:`micropython`.
435 1. If not already read, start with :ref:`introduction` page of
438 3. If not already done, read the :ref:`lvgl_basics` (above). (15 minutes)
439 4. Set up an LVGL :ref:`simulator`. (10 minutes)
440 5. Have a look at some :ref:`examples` and their code.
441 6. Add LVGL to your project. See :ref:`add_lvgl_to_your_project` or check out
443 7. Read the :ref:`main_components` pages to get a better understanding of the library. (2-3 hours)
444 8. Skim the documentation of :ref:`widgets` to see what is available.
446 10. Read the :ref:`contributing` guide to see how you can help to improve LVGL. (15 minutes)
463 was created and therefore has an :ref:`active_screen`.