lvgl/README.md

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<h1 align="center"> LVGL - Little and Versatile Graphics Library</h1>
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<p align="center">
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<a href="https://github.com/littlevgl/lvgl/blob/master/LICENCE.txt"><img src="https://img.shields.io/badge/licence-MIT-blue.svg"></a>
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<a href="https://github.com/littlevgl/lvgl/releases/tag/v7.0.0"><img src="https://img.shields.io/badge/version-7.0.0-blue.svg"></a>
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</p>
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<p align="center">
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<img src="https://lvgl.io/assets/images/img_1.png">
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</p>
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<p align="center">
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LVGL provides everything you need to create embedded GUI with easy-to-use graphical elements, beautiful visual effects and low memory footprint.
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</p>
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<h4 align="center">
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<a href="https://lvgl.io">Website </a> &middot;
<a href="https://lvgl.io/demos">Live demo</a> &middot;
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<a href="https://docs.lvgl.io/v7/en/html/get-started/pc-simulator.html">Simulator</a> &middot;
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<a href="https://forum.lvgl.io">Forum</a> &middot;
<a href="https://docs.lvgl.io/">Docs</a> &middot;
<a href="https://blog.lvgl.io/">Blog</a>
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</h4>
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---
- [Features](#features)
- [Supported devices](#supported-devices)
- [Quick start in a simulator](#quick-start-in-a-simulator)
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- [Add LittlevGL to your project](#add-littlevgl-to-your-project)
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- [Learn the basics](#learn-the-basics)
- [Examples](#examples)
- [Contributing](#contributing)
## Features
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* **Powerful building blocks** buttons, charts, lists, sliders, images, etc.
* **Advanced graphics** with animations, anti-aliasing, opacity, smooth scrolling
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* **Simultaneously use various input devices** touchscreen, mouse, keyboard, encoder, buttons, etc.
* **Simultaneously use multiple displays** i.e. monochrome and color display
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* **Multi-language support** with UTF-8 encoding
* **Fully customizable** graphical elements
* **Hardware independent** to use with any microcontroller or display
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* **Scalable** to operate with little memory (64 kB Flash, 10 kB RAM)
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* **OS, External memory and GPU** supported but not required
* **Single frame buffer** operation even with advances graphical effects
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* **Written in C** for maximal compatibility (C++ compatible)
* **Micropython Binding** exposes [LVGL API in Micropython](https://blog.lvgl.io/2019-02-20/micropython-bindings)
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* **Simulator** to develop on PC without embedded hardware
* **Tutorials, examples, themes** for rapid development
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* **Documentation** and API references
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## Supported devices
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Basically, every modern controller - which is able to drive a display - is suitable to run LittlevGL. The minimal requirements:
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- 16, 32 or 64 bit microcontroller or processor
- &gt; 16 MHz clock speed is recommended
- Flash/ROM: &gt; 64 kB for the very essential components (&gt; 180 kB is recommended)
- RAM:
- Static RAM usage: ~8..16 kB depending on the used features and objects types
- Stack: &gt; 2kB (&gt; 4 kB is recommended)
- Dynamic data (heap): &gt; 4 KB (&gt; 16 kB is recommended if using several objects).
Set by `LV_MEM_SIZE` in *lv_conf.h*.
- Display buffer: &gt; *"Horizontal resolution"* pixels (&gt; 10 &times; *"Horizontal resolution"* is recommended)
- C99 or newer compiler
*Note that the memory usage might vary depending on the architecture, compiler and build options.*
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Just to mention some **platforms**:
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- STM32F1, STM32F3, [STM32F4](https://blog.lvgl.io/2017-07-15/stm32f429_disco_port), [STM32F7](https://github.com/littlevgl/stm32f746_disco_no_os_sw4stm32)
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- Microchip dsPIC33, PIC24, PIC32MX, PIC32MZ
- NXP Kinetis, LPC, iMX
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- [Linux frame buffer](https://blog.lvgl.io/2018-01-03/linux_fb) (/dev/fb)
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- [Raspberry PI](http://www.vk3erw.com/index.php/16-software/63-raspberry-pi-official-7-touchscreen-and-littlevgl)
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- [Espressif ESP32](https://github.com/lvgl/lv_port_esp32)
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- Nordic nrf52
- Quectell M66
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## Quick start in a simulator
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The easiest way to get started with LittlevGL is to run it in a simulator on your PC without any embedded hardware.
Choose a project with your favourite IDE:
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| Eclipse | CodeBlocks | Visual Studio | PlatformIO | Qt Creator |
|-------------|-------------|---------------|-----------|------------|
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| [![Eclipse](https://raw.githubusercontent.com/lvgl/docs/master/v7/misc//eclipse.jpg)](https://github.com/lvgl/pc_simulator_sdl_eclipse) | [![CodeBlocks](https://raw.githubusercontent.com/lvgl/docs/master/v7/misc//codeblocks.jpg)](https://github.com/lvgl/pc_simulator_win_codeblocks) | [![VisualStudio](https://raw.githubusercontent.com/lvgl/docs/master/v7/misc//visualstudio.jpg)](https://github.com/lvgl/visual_studio_2017_sdl_x64) | [![PlatformIO](https://raw.githubusercontent.com/lvgl/docs/master/v7/misc//platformio.jpg)](https://github.com/lvgl/pc_simulator_sdl_platformio) | [![QtCreator](https://raw.githubusercontent.com/lvgl/docs/master/v7/misc//qtcreator.jpg)](https://blog.lvgl.io/2019-01-03/qt-creator) |
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| Cross-platform<br>with SDL<br>(Recommended on<br>Linux and Mac) | Native Windows | Windows<br>with SDL | Cross-platform<br>with SDL | Cross-platform<br>with SDL |
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## Add LittlevGL to your project
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The steps below show how to setup LVGL on an embedded system with a display and a touchpad.
You can use the [Simulators](https://docs.lvgl.io/v7/en/html/get-started/pc-simulator) to get ready to use projects which can be run on your PC.
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1. [Download](https://lvgl.com/developers) or [Clone](https://github.com/lvgl/lvgl) the library
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2. Copy the `lvgl` folder into your project
3. Copy `lvgl/lv_conf_template.h` as `lv_conf.h` next to the `lvgl` folder and set at least `LV_HOR_RES_MAX`, `LV_VER_RES_MAX` and `LV_COLOR_DEPTH`. Don't forget to **change the `#if 0` statement near the top of the file to `#if 1`**, otherwise you will get compilation errors.
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4. Include `lvgl/lvgl.h` where you need to use LVGL related functions.
5. 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.
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6. Call `lv_init()`
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7. Create a display buffer for LVGL
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```c
static lv_disp_buf_t disp_buf;
static lv_color_t buf[LV_HOR_RES_MAX * 10]; /*Declare a buffer for 10 lines*/
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lv_disp_buf_init(&disp_buf, buf, NULL, LV_HOR_RES_MAX * 10); /*Initialize the display buffer*/
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```
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8. Implement and register a function which can **copy a pixel array** to an area of your display:
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```c
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lv_disp_drv_t disp_drv; /*Descriptor of a display driver*/
lv_disp_drv_init(&disp_drv); /*Basic initialization*/
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disp_drv.flush_cb = my_disp_flush; /*Set your driver function*/
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disp_drv.buffer = &disp_buf; /*Assign the buffer to the display*/
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lv_disp_drv_register(&disp_drv); /*Finally register the driver*/
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void my_disp_flush(lv_disp_t * disp, const lv_area_t * area, lv_color_t * color_p)
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{
int32_t x, y;
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for(y = area->y1; y <= area->y2; y++) {
for(x = area->x1; x <= area->x2; x++) {
set_pixel(x, y, *color_p); /* Put a pixel to the display.*/
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color_p++;
}
}
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lv_disp_flush_ready(disp); /* Indicate you are ready with the flushing*/
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}
```
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9. Implement and register a function which can **read an input device**. E.g. for a touch pad:
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```c
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lv_indev_drv_init(&indev_drv); /*Descriptor of a input device driver*/
indev_drv.type = LV_INDEV_TYPE_POINTER; /*Touch pad is a pointer-like device*/
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indev_drv.read_cb = my_touchpad_read; /*Set your driver function*/
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lv_indev_drv_register(&indev_drv); /*Finally register the driver*/
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bool my_touchpad_read(lv_indev_drv_t * indev_driver, lv_indev_data_t * data)
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{
static lv_coord_t last_x = 0;
static lv_coord_t last_y = 0;
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/*Save the state and save the pressed coordinate*/
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data->state = touchpad_is_pressed() ? LV_INDEV_STATE_PR : LV_INDEV_STATE_REL;
if(data->state == LV_INDEV_STATE_PR) touchpad_get_xy(&last_x, &last_y);
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/*Set the coordinates (if released use the last pressed coordinates)*/
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data->point.x = last_x;
data->point.y = last_y;
return false; /*Return `false` because we are not buffering and no more data to read*/
}
```
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10. Call `lv_task_handler()` periodically every few milliseconds in the main `while(1)` loop, in Timer interrupt or in an Operation system task.
It will redraw the screen if required, handle input devices etc.
## Learn the basics
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In this section you can ready the very basics. For a more detailed guide check the [Quick overview]
(https://docs.littlevgl.com/v7/en/html/get-started/quick-overview.html#learn-the-basics) in the documentation.
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### Widgets (Objects)
The graphical elements like Buttons, Labels, Sliders, Charts etc are called objects in LittelvGL. Go to [Object types](https://docs.littlevgl.com/v7/en/html/widgets/index) to see the full list of available types.
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Every object has a parent object. The child object moves with the parent and if you delete the parent the children will be deleted too. Children can be visible only on their parent.
The *screen* are the "root" parents. To get the current screen call `lv_scr_act()`.
You can create a new object with `lv_<type>_create(parent, obj_to_copy)`. It will return an `lv_obj_t *` variable which should be used as a reference to the object to set its parameters.
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The first parameter is the desired *parent*, the second parameters can be an object to copy (`NULL` if unused).
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For example:
```c
lv_obj_t * slider1 = lv_slider_create(lv_scr_act(), NULL);
```
To set some basic attribute `lv_obj_set_<paramters_name>(obj, <value>)` function can be used. For example:
```c
lv_obj_set_x(btn1, 30);
lv_obj_set_y(btn1, 10);
lv_obj_set_size(btn1, 200, 50);
```
The objects has type specific parameters too which can be set by `lv_<type>_set_<paramters_name>(obj, <value>)` functions. For example:
```c
lv_slider_set_value(slider1, 70, LV_ANIM_ON);
```
To see the full API visit the documentation of the object types or the related header file (e.g. `lvgl/src/lv_objx/lv_slider.h`).
### Styles
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Widgets are created with a default appearance but it can be changed by adding new styles to the object. A new style can be created like this:
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```c
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static lv_style_t style1; /*Should be static, global or dynamically allocated*/
lv_style_init(&style1);
lv_style_set_bg_color(&style1, LV_STATE_DEFAULT, LV_COLOR_RED); /*Default background color*/
lv_style_set_bg_color(&style1, LV_STATE_PRESSED, LV_COLOR_BLUE); /*Pressed background color*/
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```
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The wigedt have *parts* which can be referenced via `LV_<TYPE>_PART_<PART_NAME>`. E.g. `LV_BRN_PART_MAIN` or `LV_SLIDER_PART_KNOB`. See the documentation of the widgets to see the exisitng parts.
To add the style to a button:
```
lv_obj_add_style(btn1, LV_BTN_PART_MAIN, &style1);
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```
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To remove all styles from an object use:
```c
lv_obj_reset_style_list(obj, LV_OBJ_PART_MAIN);
```
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Learn more in [Style overview](https://docs.lvgl.io/v7/en/html/overview/style) section.
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### Events
Events are used to inform the user if something has happened with an object. You can assign a callback to an object which will be called if the object is clicked, released, dragged, being deleted etc. It should look like this:
```c
lv_obj_set_event_cb(btn, btn_event_cb); /*Assign a callback to the button*/
...
void btn_event_cb(lv_obj_t * btn, lv_event_t event)
{
if(event == LV_EVENT_CLICKED) {
printf("Clicked\n");
}
}
```
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Learn more about the events in the [Event overview](https://docs.littlevgl.com/en/html/overview/event) section.
## Examples
### Button with label
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```c
lv_obj_t * btn = lv_btn_create(lv_scr_act(), NULL); /*Add a button the current screen*/
lv_obj_set_pos(btn, 10, 10); /*Set its position*/
lv_obj_set_size(btn, 100, 50); /*Set its size*/
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lv_obj_set_event_cb(btn, btn_event_cb); /*Assign a callback to the button*/
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lv_obj_t * label = lv_label_create(btn, NULL); /*Add a label to the button*/
lv_label_set_text(label, "Button"); /*Set the labels text*/
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...
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void btn_event_cb(lv_obj_t * btn, lv_event_t event)
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{
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if(event == LV_EVENT_CLICKED) {
printf("Clicked\n");
}
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}
```
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![LVGL button with label example](https://docs.lvgl.io/v7/en/misc/simple_button_example.gif)
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### Use LVGL from Micropython
Learn more about [Micropython](https://docs.lvgl.io/en/html/get-started/micropython).
```python
# Create a Button and a Label
scr = lv.obj()
btn = lv.btn(scr)
btn.align(lv.scr_act(), lv.ALIGN.CENTER, 0, 0)
label = lv.label(btn)
label.set_text("Button")
# Load the screen
lv.scr_load(scr)
```
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## Contributing
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To ask questions please use the [Forum](https://forum.lvgl.io).
For development-related things (bug reports, feature suggestions) use [GitHub's Issue tracker](https://github.com/lvgl/lvgl/issues).
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If you are interested in contributing to LVGL you can
- **Help others** in the [Forum](https://forum.lvgl.io).
- **Inspire people** by speaking about your project in [My project](https://forum.lvgl.io/c/my-projects) category in the Forum.
- **Improve and/or translate the documentation.** Go to the [Documentation](https://github.com/lvgl/docs) repository to learn more
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- **Write a blog post** about your experiences. See how to do it in the [Blog](https://github.com/littlevgl/blog) repository
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- **Report and/or fix bugs** in [GitHub's issue tracker](https://github.com/lvgl/lvgl/issues)
- **Help in the developement**. Check the [Open issues](https://github.com/lvgl/lvgl/issues) especially the ones with [Help wanted](https://github.com/lvgl/lvgl/issues?q=is%3Aissue+is%3Aopen+label%3A%22help+wanted%22) label and tell your ideas about a topic or implement a feature.
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Before sending Pull requests, please read the following guides:
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- [Contributing guide](https://github.com/littlevgl/lvgl/blob/master/docs/CONTRIBUTING.md)
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- [Coding style guide](https://github.com/lvgl/lvgl/blob/master/docs/CODING_STYLE.md)