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= Styles =
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''Styles'' are used to set the appearance of objects. Styles in lvgl are heavily inspired by CSS. The concept in a nutshell is as follows:
  
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* A style is an <code>lv_style_t</code> variable which can hold properties like border width, text color and so on. It's similar to a <code>class</code> in CSS.
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* Styles can be assigned to objects to change their appearance. Upon assignment, the target part (''pseudo-element'' in CSS) and target state (''pseudo class'') can be specified. For example one can add <code>style_blue</code> to the knob of a slider when it's in pressed state.
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* The same style can be used by any number of objects.
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* Styles can be cascaded which means multiple styles may be assigned to an object and each style can have different properties. Therefore, not all properties have to be specified in a style. LVGL will search for a property until a style defines it or use a default if it's not specified by any of the styles. For example <code>style_btn</code> can result in a default gray button and <code>style_btn_red</code> can add only a <code>background-color=red</code> to overwrite the background color.
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* The most recently added style has higher precedence. This means if a property is specified in two styles the newest style in the object will be used.
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* Some properties (e.g. text color) can be inherited from a parent(s) if it's not specified in an object.
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* Objects can also have local styles with higher precedence than "normal" styles.
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* Unlike CSS (where pseudo-classes describe different states, e.g. <code>:focus</code>), in LVGL a property is assigned to a given state.
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* Transitions can be applied when the object changes state.
  
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== States ==
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The objects can be in the combination of the following states:
  
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* <code>LV_STATE_DEFAULT</code> (0x0000) Normal, released state
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* <code>LV_STATE_CHECKED</code> (0x0001) Toggled or checked state
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* <code>LV_STATE_FOCUSED</code> (0x0002) Focused via keypad or encoder or clicked via touchpad/mouse
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* <code>LV_STATE_FOCUS_KEY</code> (0x0004) Focused via keypad or encoder but not via touchpad/mouse
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* <code>LV_STATE_EDITED</code> (0x0008) Edit by an encoder
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* <code>LV_STATE_HOVERED</code> (0x0010) Hovered by mouse (not supported now)
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* <code>LV_STATE_PRESSED</code> (0x0020) Being pressed
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* <code>LV_STATE_SCROLLED</code> (0x0040) Being scrolled
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* <code>LV_STATE_DISABLED</code> (0x0080) Disabled state
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* <code>LV_STATE_USER_1</code> (0x1000) Custom state
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* <code>LV_STATE_USER_2</code> (0x2000) Custom state
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* <code>LV_STATE_USER_3</code> (0x4000) Custom state
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* <code>LV_STATE_USER_4</code> (0x8000) Custom state
  
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An object can be in a combination of states such as being focused and pressed at the same time. This is represented as <code>LV_STATE_FOCUSED | LV_STATE_PRESSED</code>.
  
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A style can be added to any state or state combination. For example, setting a different background color for the default and pressed states. If a property is not defined in a state the best matching state's property will be used. Typically this means the property with <code>LV_STATE_DEFAULT</code> is used.˛ If the property is not set even for the default state the default value will be used. (See later)
  
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But what does the "best matching state's property" really mean? States have a precedence which is shown by their value (see in the above list). A higher value means higher precedence. To determine which state's property to use let's take an example. Imagine the background color is defined like this:
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* <code>LV_STATE_DEFAULT</code>: white
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* <code>LV_STATE_PRESSED</code>: gray
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* <code>LV_STATE_FOCUSED</code>: red
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# Initially the object is in the default state, so it's a simple case: the property is perfectly defined in the object's current state as white.
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# When the object is pressed there are 2 related properties: default with white (default is related to every state) and pressed with gray. The pressed state has 0x0020 precedence which is higher than the default state's 0x0000 precedence, so gray color will be used.
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# When the object is focused the same thing happens as in pressed state and red color will be used. (Focused state has higher precedence than default state).
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# When the object is focused and pressed both gray and red would work, but the pressed state has higher precedence than focused so gray color will be used.
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# It's possible to set e.g. rose color for <code>LV_STATE_PRESSED | LV_STATE_FOCUSED</code>. In this case, this combined state has 0x0020 + 0x0002 = 0x0022 precedence, which is higher than the pressed state's precedence so rose color would be used.
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# When the object is in the checked state there is no property to set the background color for this state. So for lack of a better option, the object remains white from the default state's property.
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Some practical notes:
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* The precedence (value) of states is quite intuitive, and it's something the user would expect naturally. E.g. if an object is focused the user will still want to see if it's pressed, therefore the pressed state has a higher precedence. If the focused state had a higher precedence it would overwrite the pressed color.
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* If you want to set a property for all states (e.g. red background color) just set it for the default state. If the object can't find a property for its current state it will fall back to the default state's property.
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* Use ORed states to describe the properties for complex cases. (E.g. pressed + checked + focused)
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* It might be a good idea to use different style elements for different states. For example, finding background colors for released, pressed, checked + pressed, focused, focused + pressed, focused + pressed + checked, etc. states is quite difficult. Instead, for example, use the background color for pressed and checked states and indicate the focused state with a different border color.
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== Cascading styles ==
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It's not required to set all the properties in one style. It's possible to add more styles to an object and have the latter added style modify or extend appearance. For example, create a general gray button style and create a new one for red buttons where only the new background color is set.
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This is much like in CSS when used classes are listed like <code><nowiki><div class=".btn .btn-red"></nowiki></code>.
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Styles added later have precedence over ones set earlier. So in the gray/red button example above, the normal button style should be added first and the red style second. However, the precedence of the states are still taken into account. So let's examine the following case:
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* the basic button style defines dark-gray color for the default state and light-gray color for the pressed state
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* the red button style defines the background color as red only in the default state
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In this case, when the button is released (it's in default state) it will be red because a perfect match is found in the most recently added style (red). When the button is pressed the light-gray color is a better match because it describes the current state perfectly, so the button will be light-gray.
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== Inheritance ==
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Some properties (typically those related to text) can be inherited from the parent object's styles. Inheritance is applied only if the given property is not set in the object's styles (even in default state). In this case, if the property is inheritable, the property's value will be searched in the parents until an object specifies a value for the property. The parents will use their own state to determine the value. So if a button is pressed, and the text color comes from here, the pressed text color will be used.
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== Parts ==
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Objects can be composed of ''parts'' which may each have their own styles.
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The following predefined parts exist in LVGL:
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* <code>LV_PART_MAIN</code> A background like rectangle
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* <code>LV_PART_SCROLLBAR</code> The scrollbar(s)
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* <code>LV_PART_INDICATOR</code> Indicator, e.g. for slider, bar, switch, or the tick box of the checkbox
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* <code>LV_PART_KNOB</code> Like a handle to grab to adjust a value
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* <code>LV_PART_SELECTED</code> Indicate the currently selected option or section
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* <code>LV_PART_ITEMS</code> Used if the widget has multiple similar elements (e.g. table cells)
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* <code>LV_PART_TICKS</code> Ticks on scales e.g. for a chart or meter
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* <code>LV_PART_CURSOR</code> Mark a specific place e.g. text area's or chart's cursor
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* <code>LV_PART_CUSTOM_FIRST</code> Custom part identifiers can be added starting from here.
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For example a Slider has three parts:
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* Background
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* Indicator
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* Knob
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This means all three parts of the slider can have their own styles. See later how to add styles to objects and parts.
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== Initialize styles and set/get properties ==
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Styles are stored in <code>lv_style_t</code> variables. Style variables should be <code>static</code>, global or dynamically allocated. In other words they cannot be local variables in functions which are destroyed when the function exits. Before using a style it should be initialized with <code>lv_style_init(&my_style)</code>. After initializing a style, properties can be added or changed.
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Property set functions looks like this: <code>lv_style_set_<property_name>(&style, <value>);</code> For example:
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static lv_style_t style_btn;
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lv_style_init(&style_btn);
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lv_style_set_bg_color(&style_btn, lv_color_hex(0x115588));
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lv_style_set_bg_opa(&style_btn, LV_OPA_50);
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lv_style_set_border_width(&style_btn, 2);
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lv_style_set_border_color(&style_btn, lv_color_black());
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static lv_style_t style_btn_red;
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lv_style_init(&style_btn_red);
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lv_style_set_bg_color(&style_btn_red, lv_plaette_main(LV_PALETTE_RED));
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lv_style_set_bg_opa(&style_btn_red, LV_OPA_COVER);
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To remove a property use:
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lv_style_remove_prop(&style, LV_STYLE_BG_COLOR);
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To get a property's value from a style:
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lv_style_value_t v;
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lv_res_t res = lv_style_get_prop(&style, LV_STYLE_BG_COLOR, &v);
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if(res == LV_RES_OK) { /*Found*/
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do_something(v.color);
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}
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<code>lv_style_value_t</code> has 3 fields:
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* <code>num</code> for integer, boolean and opacity properties
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* <code>color</code> for color properties
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* <code>ptr</code> for pointer properties
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To reset a style (free all its data) use:
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lv_style_reset(&style);
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Styles can be built as <code>const</code> too to save RAM:
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const lv_style_const_prop_t style1_props[] = {
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    LV_STYLE_CONST_WIDTH(50),
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    LV_STYLE_CONST_HEIGHT(50),
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    LV_STYLE_PROP_INV,
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};
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LV_STYLE_CONST_INIT(style1, style1_props);
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Later <code>const</code> style can be used like any other style but (obviously) new properties can not be added.
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== Add and remove styles to a widget ==
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A style on its own is not that useful. It must be assigned to an object to take effect.
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=== Add styles ===
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To add a style to an object use <code>lv_obj_add_style(obj, &style, <selector>)</code>. <code><selector></code> is an OR-ed value of parts and state to which the style should be added. Some examples:
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* <code>LV_PART_MAIN | LV_STATE_DEFAULT</code>
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* <code>LV_STATE_PRESSED</code>: The main part in pressed state. <code>LV_PART_MAIN</code> can be omitted
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* <code>LV_PART_SCROLLBAR</code>: The scrollbar part in the default state. <code>LV_STATE_DEFAULT</code> can be omitted.
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* <code>LV_PART_SCROLLBAR | LV_STATE_SCROLLED</code>: The scrollbar part when the object is being scrolled
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* <code>0</code> Same as <code>LV_PART_MAIN | LV_STATE_DEFAULT</code>.
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* <code>LV_PART_INDICATOR | LV_STATE_PRESSED | LV_STATE_CHECKED</code> The indicator part when the object is pressed and checked at the same time.
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Using <code>lv_obj_add_style</code>:
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lv_obj_add_style(btn, &style_btn, 0);        /*Default button style*/
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lv_obj_add_style(btn, &btn_red, LV_STATE_PRESSED);  /*Overwrite only some colors to red when pressed*/
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=== Remove styles ===
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To remove all styles from an object use <code>lv_obj_remove_style_all(obj)</code>.
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To remove specific styles use <code>lv_obj_remove_style(obj, style, selector)</code>. This function will remove <code>style</code> only if the <code>selector</code> matches with the <code>selector</code> used in <code>lv_obj_add_style</code>. <code>style</code> can be <code>NULL</code> to check only the <code>selector</code> and remove all matching styles. The <code>selector</code> can use the <code>LV_STATE_ANY</code> and <code>LV_PART_ANY</code> values to remove the style from any state or part.
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=== Report style changes ===
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If a style which is already assigned to an object changes (i.e. a property is added or changed), the objects using that style should be notified. There are 3 options to do this:
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# If you know that the changed properties can be applied by a simple redraw (e.g. color or opacity changes) just call <code>lv_obj_invalidate(obj)</code> or <code>lv_obj_invalidate(lv_scr_act())</code>.
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# If more complex style properties were changed or added, and you know which object(s) are affected by that style call <code>lv_obj_refresh_style(obj, part, property)</code>. To refresh all parts and properties use <code>lv_obj_refresh_style(obj, LV_PART_ANY, LV_STYLE_PROP_ANY)</code>.
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# To make LVGL check all objects to see if they use a style and refresh them when needed, call <code>lv_obj_report_style_change(&style)</code>. If <code>style</code> is <code>NULL</code> all objects will be notified about a style change.
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=== Get a property's value on an object ===
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To get a final value of property - considering cascading, inheritance, local styles and transitions (see below) - property get functions like this can be used: <code>lv_obj_get_style_<property_name>(obj, <part>)</code>. These functions use the object's current state and if no better candidate exists they return a default value.   For example:
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lv_color_t color = lv_obj_get_style_bg_color(btn, LV_PART_MAIN);
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== Local styles ==
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In addition to "normal" styles, objects can also store local styles. This concept is similar to inline styles in CSS (e.g. <code><nowiki><div style="color:red"></nowiki></code>) with some modification.
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Local styles are like normal styles, but they can't be shared among other objects. If used, local styles are allocated automatically, and freed when the object is deleted. They are useful to add local customization to an object.
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Unlike in CSS, LVGL local styles can be assigned to states (''pseudo-classes'') and parts (''pseudo-elements'').
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To set a local property use functions like <code>lv_obj_set_style_<property_name>(obj, <value>, <selector>);</code>   For example:
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lv_obj_set_style_bg_color(slider, lv_color_red(), LV_PART_INDICATOR | LV_STATE_FOCUSED);
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== Properties ==
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For the full list of style properties click here.
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=== Typical background properties ===
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In the documentation of the widgets you will see sentences like "The widget uses the typical background properties". These "typical background properties" are the ones related to:
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* Background
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* Border
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* Outline
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* Shadow
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* Padding
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* Width and height transformation
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* X and Y translation
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== Transitions ==
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By default, when an object changes state (e.g. it's pressed) the new properties from the new state are set immediately. However, with transitions it's possible to play an animation on state change. For example, on pressing a button its background color can be animated to the pressed color over 300 ms.
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The parameters of the transitions are stored in the styles. It's possible to set
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* the time of the transition
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* the delay before starting the transition
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* the animation path (also known as the timing or easing function)
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* the properties to animate
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The transition properties can be defined for each state. For example, setting a 500 ms transition time in the default state means that when the object goes to the default state a 500 ms transition time is applied. Setting a 100 ms transition time in the pressed state causes a 100 ms transition when going to the pressed state. This example configuration results in going to the pressed state quickly and then going back to default slowly.
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To describe a transition an <code>lv_transition_dsc_t</code> variable needs to be initialized and added to a style:
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/*Only its pointer is saved so must static, global or dynamically allocated */
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static const lv_style_prop_t trans_props[] = {
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LV_STYLE_BG_OPA, LV_STYLE_BG_COLOR,
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0, /*End marker*/
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};
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static lv_style_transition_dsc_t trans1;
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lv_style_transition_dsc_init(&trans1, trans_props, lv_anim_path_ease_out, duration_ms, delay_ms);
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lv_style_set_transition(&style1, &trans1);
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== Color filter ==
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TODO
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== Themes ==
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Themes are a collection of styles. If there is an active theme LVGL applies it on every created widget. This will give a default appearance to the UI which can then be modified by adding further styles.
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Every display can have a different theme. For example, you could have a colorful theme on a TFT and monochrome theme on a secondary monochrome display.
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To set a theme for a display, two steps are required:
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# Initialize a theme
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# Assign the initialized theme to a display.
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Theme initialization functions can have different prototypes. This example shows how to set the "default" theme:
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lv_theme_t * th = lv_theme_default_init(display,  /*Use the DPI, size, etc from this display*/
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                                        LV_COLOR_PALETTE_BLUE, LV_COLOR_PALETTE_CYAN,  /*Primary and secondary palette*/
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                                        false,    /*Light or dark mode*/
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                                        &lv_font_montserrat_10, &lv_font_montserrat_14, &lv_font_montserrat_18); /*Small, normal, large fonts*/
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lv_disp_set_theme(display, th); /*Assign the theme to the display*/
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The included themes are enabled in <code>lv_conf.h</code>. If the default theme is enabled by <code>LV_USE_THEME_DEFAULT 1</code> LVGL automatically initializes and sets it when a display is created.
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=== Extending themes ===
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Built-in themes can be extended. If a custom theme is created, a parent theme can be selected. The parent theme's styles will be added before the custom theme's styles. Any number of themes can be chained this way. E.g. default theme -> custom theme -> dark theme.
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<code>lv_theme_set_parent(new_theme, base_theme)</code> extends the <code>base_theme</code> with the <code>new_theme</code>.
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There is an example for it below.
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== Examples ==
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=== Size styles ===
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----
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=== Background styles ===
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----Border styles
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----Outline styles
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----Shadow styles
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----Image styles
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----Arc styles
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----Text styles
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----Line styles
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----Transition
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----Using multiple styles
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----Local styles
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----Add styles to parts and states
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----Extending the current theme
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----
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== API ==
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Typedefs
 +
 +
; <span id="_CPPv315lv_blend_mode_t"></span><span id="_CPPv215lv_blend_mode_t"></span><span id="lv_blend_mode_t"></span><span id="lv__style_8h_1ad52e4c2072a180294b961e21c82bc269" class="target"></span>typedef uint8_t lv_blend_mode_t[https://docs.lvgl.io/8.2/overview/style.html#_CPPv415lv_blend_mode_t] <span id="_CPPv315lv_blend_mode_t"></span><span id="_CPPv215lv_blend_mode_t"></span><span id="lv_blend_mode_t"></span><span id="lv__style_8h_1ad52e4c2072a180294b961e21c82bc269" class="target"></span>
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:
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; <span id="_CPPv315lv_text_decor_t"></span><span id="_CPPv215lv_text_decor_t"></span><span id="lv_text_decor_t"></span><span id="lv__style_8h_1aadfb1a861a2761a304ab5d133e7dcde6" class="target"></span>typedef uint8_t lv_te[https://docs.lvgl.io/8.2/overview/style.html#_CPPv415lv_blend_mode_t]xt_decor_t[https://docs.lvgl.io/8.2/overview/style.html#_CPPv415lv_text_decor_t] <span id="_CPPv315lv_text_decor_t"></span><span id="_CPPv215lv_text_decor_t"></span><span id="lv_text_decor_t"></span><span id="lv__style_8h_1aadfb1a861a2761a304ab5d133e7dcde6" class="target"></span>
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:
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; <span id="_CPPv316lv_border_side_t"></span><span id="_CPPv216lv_border_side_t"></span><span id="lv_border_side_t"></span><span id="lv__style_8h_1af66f9a2077b7c085f8d7f0052bb6b412" class="target"></span>typedef uint8_t lv_bo[https://docs.lvgl.io/8.2/overview/style.html#_CPPv415lv_text_decor_t]rder_side_t[https://docs.lvgl.io/8.2/overview/style.html#_CPPv416lv_border_side_t] <span id="_CPPv316lv_border_side_t"></span><span id="_CPPv216lv_border_side_t"></span><span id="lv_border_side_t"></span><span id="lv__style_8h_1af66f9a2077b7c085f8d7f0052bb6b412" class="target"></span>
 +
:
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; <span id="_CPPv313lv_grad_dir_t"></span><span id="_CPPv213lv_grad_dir_t"></span><span id="lv_grad_dir_t"></span><span id="lv__style_8h_1ae106149b1291811b065fbfd20dfdcfa8" class="target"></span>typedef uint8_t lv_gra[https://docs.lvgl.io/8.2/overview/style.html#_CPPv416lv_border_side_t]d_dir_t[https://docs.lvgl.io/8.2/overview/style.html#_CPPv413lv_grad_dir_t] <span id="_CPPv313lv_grad_dir_t"></span><span id="_CPPv213lv_grad_dir_t"></span><span id="lv_grad_dir_t"></span><span id="lv__style_8h_1ae106149b1291811b065fbfd20dfdcfa8" class="target"></span>
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:
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; <span id="_CPPv316lv_dither_mode_t"></span><span id="_CPPv216lv_dither_mode_t"></span><span id="lv_dither_mode_t"></span><span id="lv__style_8h_1a9df220f84b80db98e4b1c1fd4c0ca412" class="target"></span>typedef uint8_t lv_[https://docs.lvgl.io/8.2/overview/style.html#_CPPv413lv_grad_dir_t]dither_mode_t[https://docs.lvgl.io/8.2/overview/style.html#_CPPv416lv_dither_mode_t] <span id="_CPPv316lv_dither_mode_t"></span><span id="_CPPv216lv_dither_mode_t"></span><span id="lv_dither_mode_t"></span><span id="lv__style_8h_1a9df220f84b80db98e4b1c1fd4c0ca412" class="target"></span>
 +
:
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Enums
 +
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; <span id="_CPPv3Ut2_57"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6e" class="target"></span>enum [anonymous[https://docs.lvgl.io/8.2/overview/style.html#_CPPv416lv_dither_mode_t]][https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_57] <span id="_CPPv3Ut2_57"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6e" class="target"></span>
 +
: Possible opt[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_57]ions how to blend opaque drawings  ''Values:''
 +
:; <span id="_CPPv3NUt2_5720LV_BLEND_MODE_NORMALE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6eaad57a0fd5e04f5691d8f417ee5434b7e" class="target"></span>enumerator LV_BLEND_MODE_NORMAL[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5720LV_BLEND_MODE_NORMALE] <span id="_CPPv3NUt2_5720LV_BLEND_MODE_NORMALE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6eaad57a0fd5e04f5691d8f417ee5434b7e" class="target"></span>
 +
:: Simply mix according to the[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5720LV_BLEND_MODE_NORMALE] opacity value
 +
:; <span id="_CPPv3NUt2_5722LV_BLEND_MODE_ADDITIVEE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6eaa35a45cbb14d375c4456ca9fa0bb738c" class="target"></span>enumerator LV_BLEND_MODE_ADDITIVE[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5722LV_BLEND_MODE_ADDITIVEE] <span id="_CPPv3NUt2_5722LV_BLEND_MODE_ADDITIVEE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6eaa35a45cbb14d375c4456ca9fa0bb738c" class="target"></span>
 +
:: Add the respective color chan[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5722LV_BLEND_MODE_ADDITIVEE]nels
 +
:; <span id="_CPPv3NUt2_5725LV_BLEND_MODE_SUBTRACTIVEE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6ea632a80f5de7303b6f69c97dde652ac75" class="target"></span>enumerator LV_BLEND_MODE_SUBTRACTIVE[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5725LV_BLEND_MODE_SUBTRACTIVEE] <span id="_CPPv3NUt2_5725LV_BLEND_MODE_SUBTRACTIVEE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6ea632a80f5de7303b6f69c97dde652ac75" class="target"></span>
 +
:: Subtract the foreground from the[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5725LV_BLEND_MODE_SUBTRACTIVEE] background
 +
:; <span id="_CPPv3NUt2_5722LV_BLEND_MODE_MULTIPLYE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6ea4ebd0867a05fc12d714a937bbcfaa91e" class="target"></span>enumerator LV_BLEND_MODE_MULTIPLY[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5722LV_BLEND_MODE_MULTIPLYE] <span id="_CPPv3NUt2_5722LV_BLEND_MODE_MULTIPLYE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6ea4ebd0867a05fc12d714a937bbcfaa91e" class="target"></span>
 +
:: Multiply the foreground and b[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5722LV_BLEND_MODE_MULTIPLYE]ackground
 +
:; <span id="_CPPv3NUt2_5721LV_BLEND_MODE_REPLACEE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6ea29d36360b69dffbc1d9154f953381afd" class="target"></span>enumerator LV_BLEND_MODE_REPLACE[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5721LV_BLEND_MODE_REPLACEE] <span id="_CPPv3NUt2_5721LV_BLEND_MODE_REPLACEE"></span><span id="lv__style_8h_1afa9be5679ab03d785820f2474c5ccc6ea29d36360b69dffbc1d9154f953381afd" class="target"></span>
 +
:: Replace background with fore[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5721LV_BLEND_MODE_REPLACEE]ground in the area
 +
 +
; <span id="_CPPv3Ut2_58"></span><span id="lv__style_8h_1ae6dceca96ec2c7a1b4aa211264a87ef6" class="target"></span>enum [anonymous][https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_58] <span id="_CPPv3Ut2_58"></span><span id="lv__style_8h_1ae6dceca96ec2c7a1b4aa211264a87ef6" class="target"></span>
 +
: Some options[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_58] to apply decorations on texts. 'OR'ed values can be used.  ''Values:''
 +
:; <span id="_CPPv3NUt2_5818LV_TEXT_DECOR_NONEE"></span><span id="lv__style_8h_1ae6dceca96ec2c7a1b4aa211264a87ef6a7c180b0226472d683d044c37f36cc648" class="target"></span>enumerator LV_TEXT_DECOR_NONE[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5818LV_TEXT_DECOR_NONEE] <span id="_CPPv3NUt2_5818LV_TEXT_DECOR_NONEE"></span><span id="lv__style_8h_1ae6dceca96ec2c7a1b4aa211264a87ef6a7c180b0226472d683d044c37f36cc648" class="target"></span>
 +
::
 +
:; <span id="_CPPv3NUt2_5823LV_TEXT_DECOR_UNDERLINEE"></span><span id="lv__style_8h_1ae6dceca96ec2c7a1b4aa211264a87ef6a8b9bbda381a79b36884d0028c9e29361" class="target"></span>enumerator LV_TEXT_[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5818LV_TEXT_DECOR_NONEE]DECOR_UNDERLINE[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5823LV_TEXT_DECOR_UNDERLINEE] <span id="_CPPv3NUt2_5823LV_TEXT_DECOR_UNDERLINEE"></span><span id="lv__style_8h_1ae6dceca96ec2c7a1b4aa211264a87ef6a8b9bbda381a79b36884d0028c9e29361" class="target"></span>
 +
::
 +
:; <span id="_CPPv3NUt2_5827LV_TEXT_DECOR_STRIKETHROUGHE"></span><span id="lv__style_8h_1ae6dceca96ec2c7a1b4aa211264a87ef6a1d9716ac9403b2f7e3c4e757d11e3c46" class="target"></span>enumerator LV_TEXT_DECOR[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5823LV_TEXT_DECOR_UNDERLINEE]_STRIKETHROUGH[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5827LV_TEXT_DECOR_STRIKETHROUGHE] <span id="_CPPv3NUt2_5827LV_TEXT_DECOR_STRIKETHROUGHE"></span><span id="lv__style_8h_1ae6dceca96ec2c7a1b4aa211264a87ef6a1d9716ac9403b2f7e3c4e757d11e3c46" class="target"></span>
 +
::
 +
 +
; <span id="_CPPv3Ut2_59"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173" class="target"></span>enum [anonymous][https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_59] <span id="_CPPv3Ut2_59"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173" class="target"></span>
 +
: Sele[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5827LV_TEXT_DECOR_STRIKETHROUGHE]cts on w[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_59]hich sides border should be drawn 'OR'ed values can be used.  ''Values:''
 +
:; <span id="_CPPv3NUt2_5919LV_BORDER_SIDE_NONEE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a855fbe2d6a6ca1735e63379de717ab41" class="target"></span>enumerator LV_BORDER_SIDE_NONE[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5919LV_BORDER_SIDE_NONEE] <span id="_CPPv3NUt2_5919LV_BORDER_SIDE_NONEE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a855fbe2d6a6ca1735e63379de717ab41" class="target"></span>
 +
::
 +
:; <span id="_CPPv3NUt2_5921LV_BORDER_SIDE_BOTTOME"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a3022f7b36b00f3903f1e89ea4dcb6ad0" class="target"></span>enumerator LV_BORDER[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5919LV_BORDER_SIDE_NONEE]_SIDE_BOTTOM[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5921LV_BORDER_SIDE_BOTTOME] <span id="_CPPv3NUt2_5921LV_BORDER_SIDE_BOTTOME"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a3022f7b36b00f3903f1e89ea4dcb6ad0" class="target"></span>
 +
::
 +
:; <span id="_CPPv3NUt2_5918LV_BORDER_SIDE_TOPE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a1882c079eff65077bbcc2259a5efa139" class="target"></span>enumerator LV_BORDER_S[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5921LV_BORDER_SIDE_BOTTOME]IDE_TOP[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5918LV_BORDER_SIDE_TOPE] <span id="_CPPv3NUt2_5918LV_BORDER_SIDE_TOPE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a1882c079eff65077bbcc2259a5efa139" class="target"></span>
 +
::
 +
:; <span id="_CPPv3NUt2_5919LV_BORDER_SIDE_LEFTE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a7e27afb27fd43eb2766f99c5eaf4dab1" class="target"></span>enumerator LV_BORDE[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5918LV_BORDER_SIDE_TOPE]R_SIDE_LEFT[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5919LV_BORDER_SIDE_LEFTE] <span id="_CPPv3NUt2_5919LV_BORDER_SIDE_LEFTE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a7e27afb27fd43eb2766f99c5eaf4dab1" class="target"></span>
 +
::
 +
:; <span id="_CPPv3NUt2_5920LV_BORDER_SIDE_RIGHTE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a37880a94791d409b256829c13ca4ce4b" class="target"></span>enumerator LV_BORDER[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5919LV_BORDER_SIDE_LEFTE]_SIDE_RIGHT[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5920LV_BORDER_SIDE_RIGHTE] <span id="_CPPv3NUt2_5920LV_BORDER_SIDE_RIGHTE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a37880a94791d409b256829c13ca4ce4b" class="target"></span>
 +
::
 +
:; <span id="_CPPv3NUt2_5919LV_BORDER_SIDE_FULLE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a9cae2792fb8b898c531ed9e83f2ff79f" class="target"></span>enumerator LV_BORDER_[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5920LV_BORDER_SIDE_RIGHTE]SIDE_FULL[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5919LV_BORDER_SIDE_FULLE] <span id="_CPPv3NUt2_5919LV_BORDER_SIDE_FULLE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173a9cae2792fb8b898c531ed9e83f2ff79f" class="target"></span>
 +
::
 +
:; <span id="_CPPv3NUt2_5923LV_BORDER_SIDE_INTERNALE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173ae90b8d5d4dd0b95b34b42faa13e813a1" class="target"></span>enumerator LV_BORDER[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5919LV_BORDER_SIDE_FULLE]_SIDE_INTERNAL[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5923LV_BORDER_SIDE_INTERNALE] <span id="_CPPv3NUt2_5923LV_BORDER_SIDE_INTERNALE"></span><span id="lv__style_8h_1a56a0f36da7f9eaaf54bd05cc2bf49173ae90b8d5d4dd0b95b34b42faa13e813a1" class="target"></span>
 +
:: FOR matrix-like objects (e.g. [https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_5923LV_BORDER_SIDE_INTERNALE]Button matrix)
 +
 +
; <span id="_CPPv3Ut2_60"></span><span id="lv__style_8h_1aa156d1cebb38c8a65846c4d9c006012a" class="target"></span>enum [anonymous][https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_60] <span id="_CPPv3Ut2_60"></span><span id="lv__style_8h_1aa156d1cebb38c8a65846c4d9c006012a" class="target"></span>
 +
: The directio[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_60]n of the gradient.  ''Values:''
 +
:; <span id="_CPPv3NUt2_6016LV_GRAD_DIR_NONEE"></span><span id="lv__style_8h_1aa156d1cebb38c8a65846c4d9c006012aa60a3da887d76575265882bdf7be3e3ae" class="target"></span>enumerator LV_GRAD_DIR_NONE[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6016LV_GRAD_DIR_NONEE] <span id="_CPPv3NUt2_6016LV_GRAD_DIR_NONEE"></span><span id="lv__style_8h_1aa156d1cebb38c8a65846c4d9c006012aa60a3da887d76575265882bdf7be3e3ae" class="target"></span>
 +
:: No gradient (the <code>grad_c</code>[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6016LV_GRAD_DIR_NONEE]<code>olor</code> property is ignored)
 +
:; <span id="_CPPv3NUt2_6015LV_GRAD_DIR_VERE"></span><span id="lv__style_8h_1aa156d1cebb38c8a65846c4d9c006012aa213ea9c1af983a3b7d4dbe131e30ec67" class="target"></span>enumerator LV_GRAD_DIR_VER[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6015LV_GRAD_DIR_VERE] <span id="_CPPv3NUt2_6015LV_GRAD_DIR_VERE"></span><span id="lv__style_8h_1aa156d1cebb38c8a65846c4d9c006012aa213ea9c1af983a3b7d4dbe131e30ec67" class="target"></span>
 +
:: Vertical (top to botto[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6015LV_GRAD_DIR_VERE]m) gradient
 +
:; <span id="_CPPv3NUt2_6015LV_GRAD_DIR_HORE"></span><span id="lv__style_8h_1aa156d1cebb38c8a65846c4d9c006012aa79ffa390d3d116ed50fd14551298ddc2" class="target"></span>enumerator LV_GRAD_DIR_HOR[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6015LV_GRAD_DIR_HORE] <span id="_CPPv3NUt2_6015LV_GRAD_DIR_HORE"></span><span id="lv__style_8h_1aa156d1cebb38c8a65846c4d9c006012aa79ffa390d3d116ed50fd14551298ddc2" class="target"></span>
 +
:: Horizontal (left to ri[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6015LV_GRAD_DIR_HORE]ght) gradient
 +
 +
; <span id="_CPPv3Ut2_61"></span><span id="lv__style_8h_1af8654c714018c6241d9ebd01f3fb5a26" class="target"></span>enum [anonymous][https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_61] <span id="_CPPv3Ut2_61"></span><span id="lv__style_8h_1af8654c714018c6241d9ebd01f3fb5a26" class="target"></span>
 +
: The ditherin[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4Ut2_61]g algorithm for the gradient Depends on LV_DITHER_GRADIENT  ''Values:''
 +
:; <span id="_CPPv3NUt2_6114LV_DITHER_NONEE"></span><span id="lv__style_8h_1af8654c714018c6241d9ebd01f3fb5a26a02582eae16823f771c18e07455d3464c" class="target"></span>enumerator LV_DITHER_NONE[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6114LV_DITHER_NONEE] <span id="_CPPv3NUt2_6114LV_DITHER_NONEE"></span><span id="lv__style_8h_1af8654c714018c6241d9ebd01f3fb5a26a02582eae16823f771c18e07455d3464c" class="target"></span>
 +
:: No dithering, colors [https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6114LV_DITHER_NONEE]are just quantized to the output resolution
 +
:; <span id="_CPPv3NUt2_6117LV_DITHER_ORDEREDE"></span><span id="lv__style_8h_1af8654c714018c6241d9ebd01f3fb5a26a9fa39743532b7075d9ccbef81e06458e" class="target"></span>enumerator LV_DITHER_ORDERED[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6117LV_DITHER_ORDEREDE] <span id="_CPPv3NUt2_6117LV_DITHER_ORDEREDE"></span><span id="lv__style_8h_1af8654c714018c6241d9ebd01f3fb5a26a9fa39743532b7075d9ccbef81e06458e" class="target"></span>
 +
:: Ordered dithering. Faste[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6117LV_DITHER_ORDEREDE]r to compute and use less memory but lower quality
 +
:; <span id="_CPPv3NUt2_6118LV_DITHER_ERR_DIFFE"></span><span id="lv__style_8h_1af8654c714018c6241d9ebd01f3fb5a26ac914ec43ff59c9e73de5d7ef51cd0857" class="target"></span>enumerator LV_DITHER_ERR_DIFF[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6118LV_DITHER_ERR_DIFFE] <span id="_CPPv3NUt2_6118LV_DITHER_ERR_DIFFE"></span><span id="lv__style_8h_1af8654c714018c6241d9ebd01f3fb5a26ac914ec43ff59c9e73de5d7ef51cd0857" class="target"></span>
 +
:: Error diffusion mode. Slo[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4NUt2_6118LV_DITHER_ERR_DIFFE]wer to compute and use more memory but give highest dither quality
 +
 +
; <span id="_CPPv315lv_style_prop_t"></span><span id="_CPPv215lv_style_prop_t"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5" class="target"></span>enum lv_style_prop_t[https://docs.lvgl.io/8.2/overview/style.html#_CPPv415lv_style_prop_t] <span id="_CPPv315lv_style_prop_t"></span><span id="_CPPv215lv_style_prop_t"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5" class="target"></span>
 +
: Enumeration of a[https://docs.lvgl.io/8.2/overview/style.html#_CPPv415lv_style_prop_t]ll built in style properties
 +
 +
 +
 +
''Values:''
 +
 +
; <span id="_CPPv3N15lv_style_prop_t17LV_STYLE_PROP_INVE"></span><span id="_CPPv2N15lv_style_prop_t17LV_STYLE_PROP_INVE"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5a7d81b251b187899d0ece7783b95d0176" class="target"></span>enumerator LV_STYLE_PROP_INV[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4N15lv_style_prop_t17LV_STYLE_PROP_INVE] <span id="_CPPv3N15lv_style_prop_t17LV_STYLE_PROP_INVE"></span><span id="_CPPv2N15lv_style_prop_t17LV_STYLE_PROP_INVE"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5a7d81b251b187899d0ece7783b95d0176" class="target"></span>
 +
:
 +
 +
; <span id="_CPPv3N15lv_style_prop_t14LV_STYLE_WIDTHE"></span><span id="_CPPv2N15lv_style_prop_t14LV_STYLE_WIDTHE"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5a4298794f02ddc888c235013ee512dadd" class="target"></span>enumerator LV_STYL[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4N15lv_style_prop_t17LV_STYLE_PROP_INVE]E_WIDTH[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4N15lv_style_prop_t14LV_STYLE_WIDTHE] <span id="_CPPv3N15lv_style_prop_t14LV_STYLE_WIDTHE"></span><span id="_CPPv2N15lv_style_prop_t14LV_STYLE_WIDTHE"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5a4298794f02ddc888c235013ee512dadd" class="target"></span>
 +
:
 +
 +
; <span id="_CPPv3N15lv_style_prop_t18LV_STYLE_MIN_WIDTHE"></span><span id="_CPPv2N15lv_style_prop_t18LV_STYLE_MIN_WIDTHE"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5a6bbcfba7542ac3bf05c95181b805df0f" class="target"></span>enumerator LV_S[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4N15lv_style_prop_t14LV_STYLE_WIDTHE]TYLE_MIN_WIDTH[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4N15lv_style_prop_t18LV_STYLE_MIN_WIDTHE] <span id="_CPPv3N15lv_style_prop_t18LV_STYLE_MIN_WIDTHE"></span><span id="_CPPv2N15lv_style_prop_t18LV_STYLE_MIN_WIDTHE"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5a6bbcfba7542ac3bf05c95181b805df0f" class="target"></span>
 +
:
 +
 +
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; <span id="_CPPv3N15lv_style_prop_t28_LV_STYLE_LAST_BUILT_IN_PROPE"></span><span id="_CPPv2N15lv_style_prop_t28_LV_STYLE_LAST_BUILT_IN_PROPE"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5a894747b6d6aefc9a50c5df235bb3bd30" class="target"></span>enumerator _LV_STY[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4N15lv_style_prop_t17LV_STYLE_BASE_DIRE]LE_LAST_BUILT_IN_PROP[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4N15lv_style_prop_t28_LV_STYLE_LAST_BUILT_IN_PROPE] <span id="_CPPv3N15lv_style_prop_t28_LV_STYLE_LAST_BUILT_IN_PROPE"></span><span id="_CPPv2N15lv_style_prop_t28_LV_STYLE_LAST_BUILT_IN_PROPE"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5a894747b6d6aefc9a50c5df235bb3bd30" class="target"></span>
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:
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; <span id="_CPPv3N15lv_style_prop_t17LV_STYLE_PROP_ANYE"></span><span id="_CPPv2N15lv_style_prop_t17LV_STYLE_PROP_ANYE"></span><span id="lv__style_8h_1a1cc3fc02ad523b88130a21e3e7d116a5ac23c8c352f7ce756f7ea8b76d4cfac1e" class="target"></span>enumerator LV_STYLE_PROP_ANY[https://docs.lvgl.io/8.2/overview/style.html#_CPPv4N15lv_style_prop_t28_LV_STYLE_LAST_BUILT_IN_PROPE]
  
  
  
 
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2022年6月27日 (月) 09:39時点における版

https://docs.lvgl.io/8.2/overview/style.html

英文 自動翻訳


Styles

Styles are used to set the appearance of objects. Styles in lvgl are heavily inspired by CSS. The concept in a nutshell is as follows:

  • A style is an lv_style_t variable which can hold properties like border width, text color and so on. It's similar to a class in CSS.
  • Styles can be assigned to objects to change their appearance. Upon assignment, the target part (pseudo-element in CSS) and target state (pseudo class) can be specified. For example one can add style_blue to the knob of a slider when it's in pressed state.
  • The same style can be used by any number of objects.
  • Styles can be cascaded which means multiple styles may be assigned to an object and each style can have different properties. Therefore, not all properties have to be specified in a style. LVGL will search for a property until a style defines it or use a default if it's not specified by any of the styles. For example style_btn can result in a default gray button and style_btn_red can add only a background-color=red to overwrite the background color.
  • The most recently added style has higher precedence. This means if a property is specified in two styles the newest style in the object will be used.
  • Some properties (e.g. text color) can be inherited from a parent(s) if it's not specified in an object.
  • Objects can also have local styles with higher precedence than "normal" styles.
  • Unlike CSS (where pseudo-classes describe different states, e.g. :focus), in LVGL a property is assigned to a given state.
  • Transitions can be applied when the object changes state.

States

The objects can be in the combination of the following states:

  • LV_STATE_DEFAULT (0x0000) Normal, released state
  • LV_STATE_CHECKED (0x0001) Toggled or checked state
  • LV_STATE_FOCUSED (0x0002) Focused via keypad or encoder or clicked via touchpad/mouse
  • LV_STATE_FOCUS_KEY (0x0004) Focused via keypad or encoder but not via touchpad/mouse
  • LV_STATE_EDITED (0x0008) Edit by an encoder
  • LV_STATE_HOVERED (0x0010) Hovered by mouse (not supported now)
  • LV_STATE_PRESSED (0x0020) Being pressed
  • LV_STATE_SCROLLED (0x0040) Being scrolled
  • LV_STATE_DISABLED (0x0080) Disabled state
  • LV_STATE_USER_1 (0x1000) Custom state
  • LV_STATE_USER_2 (0x2000) Custom state
  • LV_STATE_USER_3 (0x4000) Custom state
  • LV_STATE_USER_4 (0x8000) Custom state

An object can be in a combination of states such as being focused and pressed at the same time. This is represented as LV_STATE_FOCUSED | LV_STATE_PRESSED.

A style can be added to any state or state combination. For example, setting a different background color for the default and pressed states. If a property is not defined in a state the best matching state's property will be used. Typically this means the property with LV_STATE_DEFAULT is used.˛ If the property is not set even for the default state the default value will be used. (See later)

But what does the "best matching state's property" really mean? States have a precedence which is shown by their value (see in the above list). A higher value means higher precedence. To determine which state's property to use let's take an example. Imagine the background color is defined like this:

  • LV_STATE_DEFAULT: white
  • LV_STATE_PRESSED: gray
  • LV_STATE_FOCUSED: red
  1. Initially the object is in the default state, so it's a simple case: the property is perfectly defined in the object's current state as white.
  2. When the object is pressed there are 2 related properties: default with white (default is related to every state) and pressed with gray. The pressed state has 0x0020 precedence which is higher than the default state's 0x0000 precedence, so gray color will be used.
  3. When the object is focused the same thing happens as in pressed state and red color will be used. (Focused state has higher precedence than default state).
  4. When the object is focused and pressed both gray and red would work, but the pressed state has higher precedence than focused so gray color will be used.
  5. It's possible to set e.g. rose color for LV_STATE_PRESSED | LV_STATE_FOCUSED. In this case, this combined state has 0x0020 + 0x0002 = 0x0022 precedence, which is higher than the pressed state's precedence so rose color would be used.
  6. When the object is in the checked state there is no property to set the background color for this state. So for lack of a better option, the object remains white from the default state's property.

Some practical notes:

  • The precedence (value) of states is quite intuitive, and it's something the user would expect naturally. E.g. if an object is focused the user will still want to see if it's pressed, therefore the pressed state has a higher precedence. If the focused state had a higher precedence it would overwrite the pressed color.
  • If you want to set a property for all states (e.g. red background color) just set it for the default state. If the object can't find a property for its current state it will fall back to the default state's property.
  • Use ORed states to describe the properties for complex cases. (E.g. pressed + checked + focused)
  • It might be a good idea to use different style elements for different states. For example, finding background colors for released, pressed, checked + pressed, focused, focused + pressed, focused + pressed + checked, etc. states is quite difficult. Instead, for example, use the background color for pressed and checked states and indicate the focused state with a different border color.



Cascading styles

It's not required to set all the properties in one style. It's possible to add more styles to an object and have the latter added style modify or extend appearance. For example, create a general gray button style and create a new one for red buttons where only the new background color is set.

This is much like in CSS when used classes are listed like <div class=".btn .btn-red">.

Styles added later have precedence over ones set earlier. So in the gray/red button example above, the normal button style should be added first and the red style second. However, the precedence of the states are still taken into account. So let's examine the following case:

  • the basic button style defines dark-gray color for the default state and light-gray color for the pressed state
  • the red button style defines the background color as red only in the default state

In this case, when the button is released (it's in default state) it will be red because a perfect match is found in the most recently added style (red). When the button is pressed the light-gray color is a better match because it describes the current state perfectly, so the button will be light-gray.

Inheritance

Some properties (typically those related to text) can be inherited from the parent object's styles. Inheritance is applied only if the given property is not set in the object's styles (even in default state). In this case, if the property is inheritable, the property's value will be searched in the parents until an object specifies a value for the property. The parents will use their own state to determine the value. So if a button is pressed, and the text color comes from here, the pressed text color will be used.

Parts

Objects can be composed of parts which may each have their own styles.

The following predefined parts exist in LVGL:

  • LV_PART_MAIN A background like rectangle
  • LV_PART_SCROLLBAR The scrollbar(s)
  • LV_PART_INDICATOR Indicator, e.g. for slider, bar, switch, or the tick box of the checkbox
  • LV_PART_KNOB Like a handle to grab to adjust a value
  • LV_PART_SELECTED Indicate the currently selected option or section
  • LV_PART_ITEMS Used if the widget has multiple similar elements (e.g. table cells)
  • LV_PART_TICKS Ticks on scales e.g. for a chart or meter
  • LV_PART_CURSOR Mark a specific place e.g. text area's or chart's cursor
  • LV_PART_CUSTOM_FIRST Custom part identifiers can be added starting from here.

For example a Slider has three parts:

  • Background
  • Indicator
  • Knob

This means all three parts of the slider can have their own styles. See later how to add styles to objects and parts.

Initialize styles and set/get properties

Styles are stored in lv_style_t variables. Style variables should be static, global or dynamically allocated. In other words they cannot be local variables in functions which are destroyed when the function exits. Before using a style it should be initialized with lv_style_init(&my_style). After initializing a style, properties can be added or changed.

Property set functions looks like this: lv_style_set_<property_name>(&style, <value>); For example:

static lv_style_t style_btn;
lv_style_init(&style_btn);
lv_style_set_bg_color(&style_btn, lv_color_hex(0x115588));
lv_style_set_bg_opa(&style_btn, LV_OPA_50);
lv_style_set_border_width(&style_btn, 2);
lv_style_set_border_color(&style_btn, lv_color_black());

static lv_style_t style_btn_red;
lv_style_init(&style_btn_red);
lv_style_set_bg_color(&style_btn_red, lv_plaette_main(LV_PALETTE_RED));
lv_style_set_bg_opa(&style_btn_red, LV_OPA_COVER);

To remove a property use:

lv_style_remove_prop(&style, LV_STYLE_BG_COLOR);

To get a property's value from a style:

lv_style_value_t v;
lv_res_t res = lv_style_get_prop(&style, LV_STYLE_BG_COLOR, &v);
if(res == LV_RES_OK) {	/*Found*/
	do_something(v.color);
}

lv_style_value_t has 3 fields:

  • num for integer, boolean and opacity properties
  • color for color properties
  • ptr for pointer properties

To reset a style (free all its data) use:

lv_style_reset(&style);

Styles can be built as const too to save RAM:

const lv_style_const_prop_t style1_props[] = {
   LV_STYLE_CONST_WIDTH(50),
   LV_STYLE_CONST_HEIGHT(50),
   LV_STYLE_PROP_INV,
};
     
LV_STYLE_CONST_INIT(style1, style1_props);

Later const style can be used like any other style but (obviously) new properties can not be added.

Add and remove styles to a widget

A style on its own is not that useful. It must be assigned to an object to take effect.

Add styles

To add a style to an object use lv_obj_add_style(obj, &style, <selector>). <selector> is an OR-ed value of parts and state to which the style should be added. Some examples:

  • LV_PART_MAIN | LV_STATE_DEFAULT
  • LV_STATE_PRESSED: The main part in pressed state. LV_PART_MAIN can be omitted
  • LV_PART_SCROLLBAR: The scrollbar part in the default state. LV_STATE_DEFAULT can be omitted.
  • LV_PART_SCROLLBAR | LV_STATE_SCROLLED: The scrollbar part when the object is being scrolled
  • 0 Same as LV_PART_MAIN | LV_STATE_DEFAULT.
  • LV_PART_INDICATOR | LV_STATE_PRESSED | LV_STATE_CHECKED The indicator part when the object is pressed and checked at the same time.



Using lv_obj_add_style:

lv_obj_add_style(btn, &style_btn, 0);      				  /*Default button style*/
lv_obj_add_style(btn, &btn_red, LV_STATE_PRESSED);  /*Overwrite only some colors to red when pressed*/

Remove styles

To remove all styles from an object use lv_obj_remove_style_all(obj).

To remove specific styles use lv_obj_remove_style(obj, style, selector). This function will remove style only if the selector matches with the selector used in lv_obj_add_style. style can be NULL to check only the selector and remove all matching styles. The selector can use the LV_STATE_ANY and LV_PART_ANY values to remove the style from any state or part.

Report style changes

If a style which is already assigned to an object changes (i.e. a property is added or changed), the objects using that style should be notified. There are 3 options to do this:

  1. If you know that the changed properties can be applied by a simple redraw (e.g. color or opacity changes) just call lv_obj_invalidate(obj) or lv_obj_invalidate(lv_scr_act()).
  2. If more complex style properties were changed or added, and you know which object(s) are affected by that style call lv_obj_refresh_style(obj, part, property). To refresh all parts and properties use lv_obj_refresh_style(obj, LV_PART_ANY, LV_STYLE_PROP_ANY).
  3. To make LVGL check all objects to see if they use a style and refresh them when needed, call lv_obj_report_style_change(&style). If style is NULL all objects will be notified about a style change.



Get a property's value on an object

To get a final value of property - considering cascading, inheritance, local styles and transitions (see below) - property get functions like this can be used: lv_obj_get_style_<property_name>(obj, <part>). These functions use the object's current state and if no better candidate exists they return a default value.   For example:

lv_color_t color = lv_obj_get_style_bg_color(btn, LV_PART_MAIN);

Local styles

In addition to "normal" styles, objects can also store local styles. This concept is similar to inline styles in CSS (e.g. <div style="color:red">) with some modification.

Local styles are like normal styles, but they can't be shared among other objects. If used, local styles are allocated automatically, and freed when the object is deleted. They are useful to add local customization to an object.

Unlike in CSS, LVGL local styles can be assigned to states (pseudo-classes) and parts (pseudo-elements).

To set a local property use functions like lv_obj_set_style_<property_name>(obj, <value>, <selector>);   For example:

lv_obj_set_style_bg_color(slider, lv_color_red(), LV_PART_INDICATOR | LV_STATE_FOCUSED);

Properties

For the full list of style properties click here.

Typical background properties

In the documentation of the widgets you will see sentences like "The widget uses the typical background properties". These "typical background properties" are the ones related to:

  • Background
  • Border
  • Outline
  • Shadow
  • Padding
  • Width and height transformation
  • X and Y translation

Transitions

By default, when an object changes state (e.g. it's pressed) the new properties from the new state are set immediately. However, with transitions it's possible to play an animation on state change. For example, on pressing a button its background color can be animated to the pressed color over 300 ms.

The parameters of the transitions are stored in the styles. It's possible to set

  • the time of the transition
  • the delay before starting the transition
  • the animation path (also known as the timing or easing function)
  • the properties to animate

The transition properties can be defined for each state. For example, setting a 500 ms transition time in the default state means that when the object goes to the default state a 500 ms transition time is applied. Setting a 100 ms transition time in the pressed state causes a 100 ms transition when going to the pressed state. This example configuration results in going to the pressed state quickly and then going back to default slowly.

To describe a transition an lv_transition_dsc_t variable needs to be initialized and added to a style:

/*Only its pointer is saved so must static, global or dynamically allocated */
static const lv_style_prop_t trans_props[] = {
											LV_STYLE_BG_OPA, LV_STYLE_BG_COLOR,
											0, /*End marker*/
};

static lv_style_transition_dsc_t trans1;
lv_style_transition_dsc_init(&trans1, trans_props, lv_anim_path_ease_out, duration_ms, delay_ms);

lv_style_set_transition(&style1, &trans1);

Color filter

TODO

Themes

Themes are a collection of styles. If there is an active theme LVGL applies it on every created widget. This will give a default appearance to the UI which can then be modified by adding further styles.

Every display can have a different theme. For example, you could have a colorful theme on a TFT and monochrome theme on a secondary monochrome display.

To set a theme for a display, two steps are required:

  1. Initialize a theme
  2. Assign the initialized theme to a display.

Theme initialization functions can have different prototypes. This example shows how to set the "default" theme:

lv_theme_t * th = lv_theme_default_init(display,  /*Use the DPI, size, etc from this display*/ 
                                        LV_COLOR_PALETTE_BLUE, LV_COLOR_PALETTE_CYAN,   /*Primary and secondary palette*/
                                        false,    /*Light or dark mode*/ 
                                        &lv_font_montserrat_10, &lv_font_montserrat_14, &lv_font_montserrat_18); /*Small, normal, large fonts*/
                                        
lv_disp_set_theme(display, th); /*Assign the theme to the display*/

The included themes are enabled in lv_conf.h. If the default theme is enabled by LV_USE_THEME_DEFAULT 1 LVGL automatically initializes and sets it when a display is created.

Extending themes

Built-in themes can be extended. If a custom theme is created, a parent theme can be selected. The parent theme's styles will be added before the custom theme's styles. Any number of themes can be chained this way. E.g. default theme -> custom theme -> dark theme.

lv_theme_set_parent(new_theme, base_theme) extends the base_theme with the new_theme.

There is an example for it below.

Examples

Size styles


Background styles


Border styles


Outline styles


Shadow styles


Image styles


Arc styles


Text styles


Line styles


Transition


Using multiple styles


Local styles


Add styles to parts and states


Extending the current theme


API

Typedefs

typedef uint8_t lv_blend_mode_t[1]
typedef uint8_t lv_te[2]xt_decor_t[3]
typedef uint8_t lv_bo[4]rder_side_t[5]
typedef uint8_t lv_gra[6]d_dir_t[7]
typedef uint8_t lv_[8]dither_mode_t[9]

Enums

enum [anonymous[10]][11]
Possible opt[12]ions how to blend opaque drawings Values:
enumerator LV_BLEND_MODE_NORMAL[13]
Simply mix according to the[14] opacity value
enumerator LV_BLEND_MODE_ADDITIVE[15]
Add the respective color chan[16]nels
enumerator LV_BLEND_MODE_SUBTRACTIVE[17]
Subtract the foreground from the[18] background
enumerator LV_BLEND_MODE_MULTIPLY[19]
Multiply the foreground and b[20]ackground
enumerator LV_BLEND_MODE_REPLACE[21]
Replace background with fore[22]ground in the area
enum [anonymous][23]
Some options[24] to apply decorations on texts. 'OR'ed values can be used. Values:
enumerator LV_TEXT_DECOR_NONE[25]
enumerator LV_TEXT_[26]DECOR_UNDERLINE[27]
enumerator LV_TEXT_DECOR[28]_STRIKETHROUGH[29]
enum [anonymous][30]
Sele[31]cts on w[32]hich sides border should be drawn 'OR'ed values can be used. Values:
enumerator LV_BORDER_SIDE_NONE[33]
enumerator LV_BORDER[34]_SIDE_BOTTOM[35]
enumerator LV_BORDER_S[36]IDE_TOP[37]
enumerator LV_BORDE[38]R_SIDE_LEFT[39]
enumerator LV_BORDER[40]_SIDE_RIGHT[41]
enumerator LV_BORDER_[42]SIDE_FULL[43]
enumerator LV_BORDER[44]_SIDE_INTERNAL[45]
FOR matrix-like objects (e.g. [46]Button matrix)
enum [anonymous][47]
The directio[48]n of the gradient. Values:
enumerator LV_GRAD_DIR_NONE[49]
No gradient (the grad_c[50]olor property is ignored)
enumerator LV_GRAD_DIR_VER[51]
Vertical (top to botto[52]m) gradient
enumerator LV_GRAD_DIR_HOR[53]
Horizontal (left to ri[54]ght) gradient
enum [anonymous][55]
The ditherin[56]g algorithm for the gradient Depends on LV_DITHER_GRADIENT Values:
enumerator LV_DITHER_NONE[57]
No dithering, colors [58]are just quantized to the output resolution
enumerator LV_DITHER_ORDERED[59]
Ordered dithering. Faste[60]r to compute and use less memory but lower quality
enumerator LV_DITHER_ERR_DIFF[61]
Error diffusion mode. Slo[62]wer to compute and use more memory but give highest dither quality
enum lv_style_prop_t[63]
Enumeration of a[64]ll built in style properties


Values:

enumerator LV_STYLE_PROP_INV[65]
enumerator LV_STYL[66]E_WIDTH[67]
enumerator LV_S[68]TYLE_MIN_WIDTH[69]
enumerator LV_STYLE[70]_MAX_WIDTH[71]
enumerator LV_STYLE[72]_HEIGHT[73]
enumerator LV_ST[74]YLE_MIN_HEIGHT[75]
enumerator LV_STYLE_[76]MAX_HEIGHT[77]
enumerator LV_STYLE_[78]X[79]
enumerator [80]LV_STYLE_Y[81]
enumerator [82]LV_STYLE_ALIGN[83]
enumerator LV_S[84]TYLE_TRANSFORM_WIDTH[85]
enumerator LV_STYLE_TRANS[86]FORM_HEIGHT[87]
enumerator LV_STYLE_TRANSL[88]ATE_X[89]
enumerator LV_STYLE_T[90]RANSLATE_Y[91]
enumerator LV_STYLE_T[92]RANSFORM_ZOOM[93]
enumerator LV_STYLE_TRAN[94]SFORM_ANGLE[95]
enumerator LV_STYLE_PAD_T[96]OP[97]
enumerator LV_STY[98]LE_PAD_BOTTOM[99]
enumerator LV_STYLE_[100]PAD_LEFT[101]
enumerator LV_STYL[102]E_PAD_RIGHT[103]
enumerator LV_STYLE[104]_PAD_ROW[105]
enumerator LV_STY[106]LE_PAD_COLUMN[107]
enumerator LV_STYLE_[108]BG_COLOR[109]
enumerator LV_STYL[110]E_BG_COLOR_FILTERED[111]
enumerator LV_STYLE_BG_OPA[112][113]
enumerator LV_ST[114]YLE_BG_GRAD_COLOR[115]
enumerator LV_STYLE_BG_[116]GRAD_COLOR_FILTERED[117]
enumerator LV_STYLE_BG_GRAD_DIR[118][119]
enumerator LV_STYLE_B[120]G_MAIN_STOP[121]
enumerator LV_STYLE_BG[122]_GRAD_STOP[123]
enumerator LV_STYLE_BG[124]_GRAD[125]
enumerator LV_STY[126]LE_BG_DITHER_MODE[127]
enumerator LV_STYLE_BG_I[128]MG_SRC[129]
enumerator LV_STYLE_[130]BG_IMG_OPA[131]
enumerator LV_STYLE_[132]BG_IMG_RECOLOR[133]
enumerator LV_STYLE_BG_I[134]MG_RECOLOR_FILTERED[135]
enumerator LV_STYLE_BG_IMG_RECOLO[136]R_OPA[137]
enumerator LV_STYLE_BG_IMG_T[138]ILED[139]
enumerator LV_STYLE_BO[140]RDER_COLOR[141]
enumerator LV_STYLE_BO[142]RDER_COLOR_FILTERED[143]
enumerator LV_STYLE_BORDER_OPA[144][145]
enumerator LV_STYLE_[146]BORDER_WIDTH[147]
enumerator LV_STYLE_BO[148]RDER_SIDE[149]
enumerator LV_STYLE_B[150]ORDER_POST[151]
enumerator LV_STYLE_O[152]UTLINE_WIDTH[153]
enumerator LV_STYLE_OUT[154]LINE_COLOR[155]
enumerator LV_STYLE_OUT[156]LINE_COLOR_FILTERED[157]
enumerator LV_STYLE_OUTLINE_OPA[158][159]
enumerator LV_STYLE_O[160]UTLINE_PAD[161]
enumerator LV_STYLE_S[162]HADOW_WIDTH[163]
enumerator LV_STYLE_SH[164]ADOW_OFS_X[165]
enumerator LV_STYLE_SH[166]ADOW_OFS_Y[167]
enumerator LV_STYLE_SH[168]ADOW_SPREAD[169]
enumerator LV_STYLE_SHA[170]DOW_COLOR[171]
enumerator LV_STYLE_SH[172]ADOW_COLOR_FILTERED[173]
enumerator LV_STYLE_SHADOW_OPA[174][175]
enumerator LV_STYLE_[176]IMG_OPA[177]
enumerator LV_STY[178]LE_IMG_RECOLOR[179]
enumerator LV_STYLE_I[180]MG_RECOLOR_FILTERED[181]
enumerator LV_STYLE_IMG_RECOLO[182]R_OPA[183]
enumerator LV_STYLE_LINE_[184]WIDTH[185]
enumerator LV_STYLE_[186]LINE_DASH_WIDTH[187]
enumerator LV_STYLE_LINE_[188]DASH_GAP[189]
enumerator LV_STYLE_LIN[190]E_ROUNDED[191]
enumerator LV_STYLE_LI[192]NE_COLOR[193]
enumerator LV_STYLE_[194]LINE_COLOR_FILTERED[195]
enumerator LV_STYLE_LINE_OPA[196][197]
enumerator LV_STYL[198]E_ARC_WIDTH[199]
enumerator LV_STYLE[200]_ARC_ROUNDED[201]
enumerator LV_STYLE_A[202]RC_COLOR[203]
enumerator LV_STYLE[204]_ARC_COLOR_FILTERED[205]
enumerator LV_STYLE_ARC_OPA[206][207]
enumerator LV_STY[208]LE_ARC_IMG_SRC[209]
enumerator LV_STYLE_T[210]EXT_COLOR[211]
enumerator LV_STYLE_[212]TEXT_COLOR_FILTERED[213]
enumerator LV_STYLE_TEXT_OPA[214][215]
enumerator LV_STYL[216]E_TEXT_FONT[217]
enumerator LV_STYLE[218]_TEXT_LETTER_SPACE[219]
enumerator LV_STYLE_TEXT_LI[220]NE_SPACE[221]
enumerator LV_STYLE_TEXT_[222]DECOR[223]
enumerator LV_STYLE_[224]TEXT_ALIGN[225]
enumerator LV_STYLE_[226]RADIUS[227]
enumerator LV_ST[228]YLE_CLIP_CORNER[229]
enumerator LV_STYLE_O[230]PA[231]
enumerator LV[232]_STYLE_COLOR_FILTER_DSC[233]
enumerator LV_STYLE_COLOR_[234]FILTER_OPA[235]
enumerator LV_STYLE_ANIM_T[236]IME[237]
enumerator LV_STYLE[238]_ANIM_SPEED[239]
enumerator LV_STYLE_[240]TRANSITION[241]
enumerator LV_STYLE_[242]BLEND_MODE[243]
enumerator LV_STYLE_[244]LAYOUT[245]
enumerator LV_ST[246]YLE_BASE_DIR[247]
enumerator _LV_STY[248]LE_LAST_BUILT_IN_PROP[249]
enumerator LV_STYLE_PROP_ANY[250]


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