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resubmit the lvgl code
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APP_Framework/lib/lvgl/docs/overview/scroll.md
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APP_Framework/lib/lvgl/docs/overview/scroll.md
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```eval_rst
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.. include:: /header.rst
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:github_url: |github_link_base|/overview/scroll.md
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```
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# Scroll
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## Overview
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In LVGL scrolling works very intuitively: if an object is outside of its parent content area (the size without padding), the parent becomes scrollable and scrollbar(s) will appear. That's it.
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Any object can be scrollable including `lv_obj_t`, `lv_img`, `lv_btn`, `lv_meter`, etc
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The object can either be scrolled horizontally or vertically in one stroke; diagonal scrolling is not possible.
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### Scrollbar
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#### Mode
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Scrollbars are displayed according to a configured `mode`. The following `mode`s exist:
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- `LV_SCROLLBAR_MODE_OFF` Never show the scrollbars
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- `LV_SCROLLBAR_MODE_ON` Always show the scrollbars
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- `LV_SCROLLBAR_MODE_ACTIVE` Show scroll bars while a object is being scrolled
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- `LV_SCROLLBAR_MODE_AUTO` Show scroll bars when the content is large enough to be scrolled
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`lv_obj_set_scrollbar_mode(obj, LV_SCROLLBAR_MODE_...)` sets the scrollbar mode on an object.
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#### Styling
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The scrollbars have their own dedicated part, called `LV_PART_SCROLLBAR`. For example a scrollbar can turn to red like this:
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```c
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static lv_style_t style_red;
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lv_style_init(&style_red);
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lv_style_set_bg_color(&style_red, lv_color_red());
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...
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lv_obj_add_style(obj, &style_red, LV_PART_SCROLLBAR);
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```
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An object goes to the `LV_STATE_SCROLLED` state while it's being scrolled. This allows adding different styles to the scrollbar or the object itself when scrolled.
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This code makes the scrollbar blue when the object is scrolled:
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```c
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static lv_style_t style_blue;
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lv_style_init(&style_blue);
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lv_style_set_bg_color(&style_blue, lv_color_blue());
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...
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lv_obj_add_style(obj, &style_blue, LV_STATE_SCROLLED | LV_PART_SCROLLBAR);
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```
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If the base direction of the `LV_PART_SCROLLBAR` is RTL (`LV_BASE_DIR_RTL`) the vertical scrollbar will be placed on the left.
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Note that, the `base_dir` style property is inherited. Therefore, it can be set directly on the `LV_PART_SCROLLBAR` part of an object
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or on the object's or any parent's main part to make a scrollbar inherit the base direction.
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### Events
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The following events are related to scrolling:
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- `LV_EVENT_SCROLL_BEGIN` Scrolling begins
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- `LV_EVENT_SCROLL_END` Scrolling ends
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- `LV_EVENT_SCROLL` Scroll happened. Triggered on every position change.
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Scroll events
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## Basic example
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TODO
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## Features of scrolling
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Besides, managing "normal" scrolling there are many interesting and useful additional features.
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### Scrollable
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It's possible to make an object non-scrollable with `lv_obj_clear_flag(obj, LV_OBJ_FLAG_SCROLLABLE)`.
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Non-scrollable objects can still propagate the scrolling (chain) to their parents.
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The direction in which scrolling happens can be controlled by `lv_obj_set_scroll_dir(obj, LV_DIR_...)`.
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The following values are possible for the direction:
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- `LV_DIR_TOP` only scroll up
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- `LV_DIR_LEFT` only scroll left
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- `LV_DIR_BOTTOM` only scroll down
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- `LV_DIR_RIGHT` only scroll right
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- `LV_DIR_HOR` only scroll horizontally
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- `LV_DIR_TOP` only scroll vertically
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- `LV_DIR_ALL` scroll any directions
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OR-ed values are also possible. E.g. `LV_DIR_TOP | LV_DIR_LEFT`.
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### Scroll chain
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If an object can't be scrolled further (e.g. its content has reached the bottom-most position) additional scrolling is propagated to its parent. If the parent can be scrolled in that direction than it will be scrolled instead.
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It continues propagating to the grandparent and grand-grandparents as well.
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The propagation on scrolling is called "scroll chaining" and it can be enabled/disabled with the `LV_OBJ_FLAG_SCROLL_CHAIN` flag.
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If chaining is disabled the propagation stops on the object and the parent(s) won't be scrolled.
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### Scroll momentum
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When the user scrolls an object and releases it, LVGL can emulate inertial momentum for the scrolling. It's like the object was thrown and scrolling slows down smoothly.
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The scroll momentum can be enabled/disabled with the `LV_OBJ_FLAG_SCROLL_MOMENTUM` flag.
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### Elastic scroll
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Normally an object can't be scrolled past the extremeties of its content. That is the top side of the content can't be below the top side of the object.
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However, with `LV_OBJ_FLAG_SCROLL_ELASTIC` a fancy effect is added when the user "over-scrolls" the content. The scrolling slows down, and the content can be scrolled inside the object.
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When the object is released the content scrolled in it will be animated back to the valid position.
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### Snapping
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The children of an object can be snapped according to specific rules when scrolling ends. Children can be made snappable individually with the `LV_OBJ_FLAG_SNAPPABLE` flag.
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An object can align snapped children in four ways:
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- `LV_SCROLL_SNAP_NONE` Snapping is disabled. (default)
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- `LV_SCROLL_SNAP_START` Align the children to the left/top side of a scrolled object
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- `LV_SCROLL_SNAP_END` Align the children to the right/bottom side of a scrolled object
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- `LV_SCROLL_SNAP_CENTER` Align the children to the center of a scrolled object
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Snap alignment is set with `lv_obj_set_scroll_snap_x/y(obj, LV_SCROLL_SNAP_...)`:
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Under the hood the following happens:
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1. User scrolls an object and releases the screen
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2. LVGL calculates where the scroll would end considering scroll momentum
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3. LVGL finds the nearest scroll point
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4. LVGL scrolls to the snap point with an animation
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### Scroll one
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The "scroll one" feature tells LVGL to allow scrolling only one snappable child at a time.
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This requires making the children snappable and setting a scroll snap alignment different from `LV_SCROLL_SNAP_NONE`.
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This feature can be enabled by the `LV_OBJ_FLAG_SCROLL_ONE` flag.
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### Scroll on focus
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Imagine that there a lot of objects in a group that are on a scrollable object. Pressing the "Tab" button focuses the next object but it might be outside the visible area of the scrollable object.
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If the "scroll on focus" feature is enabled LVGL will automatically scroll objects to bring their children into view.
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The scrolling happens recursively therefore even nested scrollable objects are handled properly.
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The object will be scrolled into view even if it's on a different page of a tabview.
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## Scroll manually
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The following API functions allow manual scrolling of objects:
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- `lv_obj_scroll_by(obj, x, y, LV_ANIM_ON/OFF)` scroll by `x` and `y` values
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- `lv_obj_scroll_to(obj, x, y, LV_ANIM_ON/OFF)` scroll to bring the given coordinate to the top left corner
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- `lv_obj_scroll_to_x(obj, x, LV_ANIM_ON/OFF)` scroll to bring the given coordinate to the left side
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- `lv_obj_scroll_to_y(obj, y, LV_ANIM_ON/OFF)` scroll to bring the given coordinate to the top side
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## Self size
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Self size is a property of an object. Normally, the user shouldn't use this parameter but if a custom widget is created it might be useful.
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In short, self size establishes the size of an object's content. To understand it better take the example of a table.
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Let's say it has 10 rows each with 50 px height. So the total height of the content is 500 px. In other words the "self height" is 500 px.
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If the user sets only 200 px height for the table LVGL will see that the self size is larger and make the table scrollable.
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This means not only the children can make an object scrollable but a larger self size will too.
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LVGL uses the `LV_EVENT_GET_SELF_SIZE` event to get the self size of an object. Here is an example to see how to handle the event:
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```c
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if(event_code == LV_EVENT_GET_SELF_SIZE) {
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lv_point_t * p = lv_event_get_param(e);
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//If x or y < 0 then it doesn't neesd to be calculated now
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if(p->x >= 0) {
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p->x = 200; //Set or calculate the self width
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}
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if(p->y >= 0) {
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p->y = 50; //Set or calculate the self height
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}
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}
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```
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## Examples
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```eval_rst
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.. include:: ../../examples/scroll/index.rst
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```
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