1```eval_rst 2.. include:: /header.rst 3:github_url: |github_link_base|/get-started/quick-overview.md 4``` 5 6# Quick overview 7 8Here you can learn the most important things about LVGL. 9You should read this first to get a general impression and read the detailed [Porting](/porting/index) and [Overview](/overview/index) sections after that. 10 11## Get started in a simulator 12 13Instead of porting LVGL to embedded hardware straight away, it's highly recommended to get started in a simulator first. 14 15LVGL is ported to many IDEs to be sure you will find your favorite one. 16Go to the [Simulators](/get-started/pc-simulator) section to get ready-to-use projects that can be run on your PC. 17This way you can save the time of porting for now and get some experience with LVGL immediately. 18 19## Add LVGL into your project 20If you would rather try LVGL on your own project follow these steps: 21 22- [Download](https://github.com/lvgl/lvgl/archive/master.zip) or clone the library from GitHub with `git clone https://github.com/lvgl/lvgl.git`. 23- Copy the `lvgl` folder into your project. 24- Copy `lvgl/lv_conf_template.h` as `lv_conf.h` next to the `lvgl` folder, change the first `#if 0` to `1` to enable the file's content and set the `LV_COLOR_DEPTH` defines. 25- Include `lvgl/lvgl.h` in files where you need to use LVGL related functions. 26- Call `lv_tick_inc(x)` every `x` milliseconds in a Timer or Task (`x` should be between 1 and 10). It is required for the internal timing of LVGL. 27Alternatively, configure `LV_TICK_CUSTOM` (see `lv_conf.h`) so that LVGL can retrieve the current time directly. 28- Call `lv_init()` 29- Create a draw buffer: LVGL will render the graphics here first, and send the rendered image to the display. 30The buffer size can be set freely but 1/10 screen size is a good starting point. 31```c 32static lv_disp_draw_buf_t draw_buf; 33static lv_color_t buf1[DISP_HOR_RES * DISP_VER_RES / 10]; /*Declare a buffer for 1/10 screen size*/ 34lv_disp_draw_buf_init(&draw_buf, buf1, NULL, MY_DISP_HOR_RES * MY_DISP_VER_SER / 10); /*Initialize the display buffer.*/ 35``` 36- Implement and register a function which can copy the rendered image to an area of your display: 37```c 38static lv_disp_drv_t disp_drv; /*Descriptor of a display driver*/ 39lv_disp_drv_init(&disp_drv); /*Basic initialization*/ 40disp_drv.flush_cb = my_disp_flush; /*Set your driver function*/ 41disp_drv.draw_buf = &draw_buf; /*Assign the buffer to the display*/ 42disp_drv.hor_res = MY_DISP_HOR_RES; /*Set the horizontal resolution of the display*/ 43disp_drv.ver_res = MY_DISP_VER_RES; /*Set the vertical resolution of the display*/ 44lv_disp_drv_register(&disp_drv); /*Finally register the driver*/ 45 46void my_disp_flush(lv_disp_drv_t * disp, const lv_area_t * area, lv_color_t * color_p) 47{ 48 int32_t x, y; 49 /*It's a very slow but simple implementation. 50 *`set_pixel` needs to be written by you to a set pixel on the screen*/ 51 for(y = area->y1; y <= area->y2; y++) { 52 for(x = area->x1; x <= area->x2; x++) { 53 set_pixel(x, y, *color_p); 54 color_p++; 55 } 56 } 57 58 lv_disp_flush_ready(disp); /* Indicate you are ready with the flushing*/ 59} 60 61``` 62- Implement and register a function which can read an input device. E.g. for a touchpad: 63```c 64static lv_indev_drv_t indev_drv; /*Descriptor of a input device driver*/ 65lv_indev_drv_init(&indev_drv); /*Basic initialization*/ 66indev_drv.type = LV_INDEV_TYPE_POINTER; /*Touch pad is a pointer-like device*/ 67indev_drv.read_cb = my_touchpad_read; /*Set your driver function*/ 68lv_indev_drv_register(&indev_drv); /*Finally register the driver*/ 69 70void my_touchpad_read(lv_indev_t * indev, lv_indev_data_t * data) 71{ 72 /*`touchpad_is_pressed` and `touchpad_get_xy` needs to be implemented by you*/ 73 if(touchpad_is_pressed()) { 74 data->state = LV_INDEV_STATE_PRESSED; 75 touchpad_get_xy(&data->point.x, &data->point.y); 76 } else { 77 data->state = LV_INDEV_STATE_RELEASED; 78 } 79 80} 81``` 82- Call `lv_timer_handler()` periodically every few milliseconds in the main `while(1)` loop or in an operating system task. 83It will redraw the screen if required, handle input devices, animation etc. 84 85For a more detailed guide go to the [Porting](/porting/index) section. 86 87## Learn the basics 88 89### Widgets 90 91The graphical elements like Buttons, Labels, Sliders, Charts etc. are called objects or widgets. Go to [Widgets](/widgets/index) to see the full list of available widgets. 92 93Every object has a parent object where it is created. For example, if a label is created on a button, the button is the parent of label. 94 95The child object moves with the parent and if the parent is deleted the children will be deleted too. 96 97Children can be visible only within their parent's bounding area. In other words, the parts of the children outside the parent are clipped. 98 99A Screen is the "root" parent. You can have any number of screens. 100 101To get the current screen call `lv_scr_act()`, and to load a screen use `lv_scr_load(scr1)`. 102 103You can create a new object with `lv_<type>_create(parent)`. It will return an `lv_obj_t *` variable that can be used as a reference to the object to set its parameters. 104 105For example: 106```c 107lv_obj_t * slider1 = lv_slider_create(lv_scr_act()); 108``` 109 110To set some basic attributes `lv_obj_set_<parameter_name>(obj, <value>)` functions can be used. For example: 111```c 112lv_obj_set_x(btn1, 30); 113lv_obj_set_y(btn1, 10); 114lv_obj_set_size(btn1, 200, 50); 115``` 116 117Along with the basic attributes, widgets can have type specific parameters which are set by `lv_<widget_type>_set_<parameter_name>(obj, <value>)` functions. For example: 118```c 119lv_slider_set_value(slider1, 70, LV_ANIM_ON); 120``` 121 122To see the full API visit the documentation of the widgets or the related header file (e.g. [lvgl/src/widgets/lv_slider.h](https://github.com/lvgl/lvgl/blob/master/src/widgets/lv_slider.h)). 123 124 125 126### Events 127Events are used to inform the user that something has happened with an object. 128You can assign one or more callbacks to an object which will be called if the object is clicked, released, dragged, being deleted, etc. 129 130A callback is assigned like this: 131 132```c 133lv_obj_add_event_cb(btn, btn_event_cb, LV_EVENT_CLICKED, NULL); /*Assign a callback to the button*/ 134 135... 136 137void btn_event_cb(lv_event_t * e) 138{ 139 printf("Clicked\n"); 140} 141``` 142 143`LV_EVENT_ALL` can be used instead of `LV_EVENT_CLICKED` to invoke the callback for any event. 144 145From `lv_event_t * e` the current event code can be retrieved with: 146```c 147lv_event_code_t code = lv_event_get_code(e); 148``` 149 150The object that triggered the event can be retrieved with: 151```c 152lv_obj_t * obj = lv_event_get_target(e); 153``` 154 155To learn all features of the events go to the [Event overview](/overview/event) section. 156 157### Parts 158Widgets might be built from one or more *parts*. For example, a button has only one part called `LV_PART_MAIN`. 159However, a [Slider](/widgets/core/slider) has `LV_PART_MAIN`, `LV_PART_INDICATOR` and `LV_PART_KNOB`. 160 161By using parts you can apply different styles to sub-elements of a widget. (See below) 162 163Read the widgets' documentation to learn which parts each uses. 164 165### States 166LVGL objects can be in a combination of the following states: 167- `LV_STATE_DEFAULT` Normal, released state 168- `LV_STATE_CHECKED` Toggled or checked state 169- `LV_STATE_FOCUSED` Focused via keypad or encoder or clicked via touchpad/mouse 170- `LV_STATE_FOCUS_KEY` Focused via keypad or encoder but not via touchpad/mouse 171- `LV_STATE_EDITED` Edit by an encoder 172- `LV_STATE_HOVERED` Hovered by mouse (not supported now) 173- `LV_STATE_PRESSED` Being pressed 174- `LV_STATE_SCROLLED` Being scrolled 175- `LV_STATE_DISABLED` Disabled 176 177For example, if you press an object it will automatically go to the `LV_STATE_FOCUSED` and `LV_STATE_PRESSED` states and when you release it the `LV_STATE_PRESSED` state will be removed while focus remains active. 178 179To check if an object is in a given state use `lv_obj_has_state(obj, LV_STATE_...)`. It will return `true` if the object is currently in that state. 180 181To manually add or remove states use: 182```c 183lv_obj_add_state(obj, LV_STATE_...); 184lv_obj_clear_state(obj, LV_STATE_...); 185``` 186 187### Styles 188A style instance contains properties such as background color, border width, font, etc. that describe the appearance of objects. 189 190Styles are represented with `lv_style_t` variables. Only their pointer is saved in the objects so they need to be defined as static or global. 191Before using a style it needs to be initialized with `lv_style_init(&style1)`. After that, properties can be added to configure the style. For example: 192``` 193static lv_style_t style1; 194lv_style_init(&style1); 195lv_style_set_bg_color(&style1, lv_color_hex(0xa03080)) 196lv_style_set_border_width(&style1, 2)) 197``` 198See the full list of properties [here](/overview/style.html#properties). 199 200 201Styles are assigned using the ORed combination of an object's part and state. For example to use this style on the slider's indicator when the slider is pressed: 202```c 203lv_obj_add_style(slider1, &style1, LV_PART_INDICATOR | LV_STATE_PRESSED); 204``` 205 206If the *part* is `LV_PART_MAIN` it can be omitted: 207```c 208lv_obj_add_style(btn1, &style1, LV_STATE_PRESSED); /*Equal to LV_PART_MAIN | LV_STATE_PRESSED*/ 209``` 210 211Similarly, `LV_STATE_DEFAULT` can be omitted too: 212```c 213lv_obj_add_style(slider1, &style1, LV_PART_INDICATOR); /*Equal to LV_PART_INDICATOR | LV_STATE_DEFAULT*/ 214``` 215 216For `LV_STATE_DEFAULT` and `LV_PART_MAIN` simply write `0`: 217```c 218lv_obj_add_style(btn1, &style1, 0); /*Equal to LV_PART_MAIN | LV_STATE_DEFAULT*/ 219``` 220 221 222Styles can be cascaded (similarly to CSS). It means you can add more styles to a part of an object. 223For example `style_btn` can set a default button appearance, and `style_btn_red` can overwrite the background color to make the button red: 224```c 225lv_obj_add_style(btn1, &style_btn, 0); 226lv_obj_add_style(btn1, &style1_btn_red, 0); 227``` 228 229 230If a property is not set on for the current state, the style with `LV_STATE_DEFAULT` will be used. A default value is used if the property is not defined in the default state. 231 232Some properties (typically the text-related ones) can be inherited. This means if a property is not set in an object it will be searched for in its parents too. 233For example, you can set the font once in the screen's style and all text on that screen will inherit it by default. 234 235 236Local style properties also can be added to objects. This creates a style which resides inside the object and is used only by the object: 237```c 238lv_obj_set_style_bg_color(slider1, lv_color_hex(0x2080bb), LV_PART_INDICATOR | LV_STATE_PRESSED); 239``` 240 241To learn all the features of styles see the [Style overview](/overview/style) section. 242 243 244### Themes 245 246Themes are the default styles for objects. Styles from a theme are applied automatically when objects are created. 247 248The theme for your application is a compile time configuration set in `lv_conf.h`. 249 250## Examples 251 252```eval_rst 253 254.. include:: ../../examples/get_started/index.rst 255``` 256 257## Micropython 258Learn more about [Micropython](/get-started/micropython). 259```python 260# Create a Button and a Label 261scr = lv.obj() 262btn = lv.btn(scr) 263btn.align(lv.scr_act(), lv.ALIGN.CENTER, 0, 0) 264label = lv.label(btn) 265label.set_text("Button") 266 267# Load the screen 268lv.scr_load(scr) 269``` 270 271