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291 lines
9.7 KiB
ReStructuredText
291 lines
9.7 KiB
ReStructuredText
.. _scroll:
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======
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Scroll
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======
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Overview
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********
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In LVGL scrolling works very intuitively: if an object is outside its
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parent content area (the size without padding), the parent becomes
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scrollable and scrollbar(s) will appear. That's it.
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Any object can be scrollable including ``lv_obj``, ``lv_image``,
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``lv_button``, ``lv_meter``, etc
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The object can either be scrolled horizontally or vertically in one
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stroke; diagonal scrolling is not possible.
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Scrollbar
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---------
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Mode
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^^^^
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Scrollbars are displayed according to a configured ``mode``. The
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following ``mode``\ (s) exist:
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- :cpp:enumerator:`LV_SCROLLBAR_MODE_OFF`: Never show the scrollbars
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- :cpp:enumerator:`LV_SCROLLBAR_MODE_ON`: Always show the scrollbars
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- :cpp:enumerator:`LV_SCROLLBAR_MODE_ACTIVE`: Show scroll bars while an object is being scrolled
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- :cpp:enumerator:`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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^^^^^^^
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The scrollbars have their own dedicated part, called
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:cpp:enumerator:`LV_PART_SCROLLBAR`. For example a scrollbar can turn to red like
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this:
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.. code:: 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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An object goes to the :cpp:enumerator:`LV_STATE_SCROLLED` state while it's being
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scrolled. This allows adding different styles to the scrollbar or the
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object itself when scrolled. This code makes the scrollbar blue when the
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object is scrolled:
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.. code:: 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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If the base direction of the :cpp:enumerator:`LV_PART_SCROLLBAR` is RTL
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(:c:macro:`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
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can be set directly on the :cpp:enumerator:`LV_PART_SCROLLBAR` part of an object or on
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the object's or any parent's main part to make a scrollbar inherit the
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base direction.
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``pad_left/right/top/bottom`` sets the spacing around the scrollbars and
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``width`` sets the scrollbar's width.
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.. _scroll_events:
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Events
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------
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The following events are related to scrolling:
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- :cpp:enumerator:`LV_EVENT_SCROLL_BEGIN`: Scrolling begins. The event parameter is
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``NULL`` or an ``lv_anim_t *`` with a scroll animation descriptor that can be modified if required.
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- :cpp:enumerator:`LV_EVENT_SCROLL_END`: Scrolling ends.
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- :cpp:enumerator:`LV_EVENT_SCROLL`: Scroll happened. Triggered on every position change. Scroll events
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Basic example
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*************
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TODO
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Features of scrolling
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*********************
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Besides, managing "normal" scrolling there are many interesting and
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useful additional features.
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Scrollable
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----------
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It's possible to make an object non-scrollable with
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:cpp:expr:`lv_obj_remove_flag(obj, LV_OBJ_FLAG_SCROLLABLE)`.
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Non-scrollable objects can still propagate the scrolling (chain) to
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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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- :cpp:enumerator:`LV_DIR_TOP`: only scroll up
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- :cpp:enumerator:`LV_DIR_LEFT`: only scroll left
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- :cpp:enumerator:`LV_DIR_BOTTOM`: only scroll down
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- :cpp:enumerator:`LV_DIR_RIGHT`: only scroll right
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- :cpp:enumerator:`LV_DIR_HOR`: only scroll horizontally
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- :cpp:enumerator:`LV_DIR_VER`: only scroll vertically
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- :cpp:enumerator:`LV_DIR_ALL`: scroll any directions
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OR-ed values are also possible. E.g. :cpp:expr:`LV_DIR_TOP | LV_DIR_LEFT`.
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Scroll chain
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------------
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If an object can't be scrolled further (e.g. its content has reached the
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bottom-most position) additional scrolling is propagated to its parent.
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If the parent can be scrolled in that direction than it will be scrolled
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instead. It continues propagating to the grandparent and
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grand-grandparents as well.
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The propagation on scrolling is called "scroll chaining" and it can be
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enabled/disabled with ``LV_OBJ_FLAG_SCROLL_CHAIN_HOR/VER`` flag. If
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chaining is disabled the propagation stops on the object and the
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parent(s) won't be scrolled.
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Scroll momentum
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---------------
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When the user scrolls an object and releases it, LVGL can emulate
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inertial momentum for the scrolling. It's like the object was thrown and
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scrolling slows down smoothly.
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The scroll momentum can be enabled/disabled with the
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:cpp:enumerator:`LV_OBJ_FLAG_SCROLL_MOMENTUM` flag.
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Elastic scroll
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--------------
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Normally an object can't be scrolled past the extremeties of its
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content. That is the top side of the content can't be below the top side
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of the object.
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However, with :cpp:enumerator:`LV_OBJ_FLAG_SCROLL_ELASTIC` a fancy effect is added
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when the user "over-scrolls" the content. The scrolling slows down, and
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the content can be scrolled inside the object. When the object is
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released the content scrolled in it will be animated back to the valid
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position.
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Snapping
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--------
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The children of an object can be snapped according to specific rules
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when scrolling ends. Children can be made snappable individually with
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the :cpp:enumerator:`LV_OBJ_FLAG_SNAPPABLE` flag.
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An object can align snapped children in four ways:
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- :cpp:enumerator:`LV_SCROLL_SNAP_NONE`: Snapping is disabled. (default)
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- :cpp:enumerator:`LV_SCROLL_SNAP_START`: Align the children to the left/top side of a scrolled object
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- :cpp:enumerator:`LV_SCROLL_SNAP_END`: Align the children to the right/bottom side of a scrolled object
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- :cpp:enumerator:`LV_SCROLL_SNAP_CENTER`: Align the children to the center of a scrolled object
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Snap alignment is set with
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``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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----------
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The "scroll one" feature tells LVGL to allow scrolling only one
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snappable child at a time. This requires making the children snappable
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and setting a scroll snap alignment different from
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:cpp:enumerator:`LV_SCROLL_SNAP_NONE`.
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This feature can be enabled by the :cpp:enumerator:`LV_OBJ_FLAG_SCROLL_ONE` flag.
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Scroll on focus
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---------------
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Imagine that there a lot of objects in a group that are on a scrollable
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object. Pressing the "Tab" button focuses the next object but it might
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be outside the visible area of the scrollable object. If the "scroll on
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focus" feature is enabled LVGL will automatically scroll objects to
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bring their children into view. The scrolling happens recursively
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therefore even nested scrollable objects are handled properly. The
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object will be scrolled into view even if it's on a different page of a
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tabview.
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Scroll manually
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***************
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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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From time to time you may need to retrieve the scroll position of an
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element, either to restore it later, or to display dynamically some
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elements according to the current scroll. Here is an example to see how
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to combine scroll event and store the scroll top position.
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.. code:: c
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static int scroll_value = 0;
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static void store_scroll_value_event_cb(lv_event_t* e) {
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lv_obj_t* screen = lv_event_get_target(e);
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scroll_value = lv_obj_get_scroll_top(screen);
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printf("%d pixels are scrolled out on the top\n", scroll_value);
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}
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lv_obj_t* container = lv_obj_create(NULL);
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lv_obj_add_event_cb(container, store_scroll_value_event_cb, LV_EVENT_SCROLL, NULL);
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Scroll coordinates can be retrieved from different axes with these
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functions:
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- ``lv_obj_get_scroll_x(obj)`` Get the ``x`` coordinate of object
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- ``lv_obj_get_scroll_y(obj)`` Get the ``y`` coordinate of object
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- ``lv_obj_get_scroll_top(obj)`` Get the scroll coordinate from the top
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- ``lv_obj_get_scroll_bottom(obj)`` Get the scroll coordinate from the bottom
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- ``lv_obj_get_scroll_left(obj)`` Get the scroll coordinate from the left
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- ``lv_obj_get_scroll_right(obj)`` Get the scroll coordinate from the right
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Self size
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*********
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Self size is a property of an object. Normally, the user shouldn't use
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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
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understand it better take the example of a table. Let's say it has 10
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rows each with 50 px height. So the total height of the content is 500
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px. In other words the "self height" is 500 px. If the user sets only
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200 px height for the table LVGL will see that the self size is larger
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and make the table scrollable.
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This means not only the children can make an object scrollable but a
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larger self size will too.
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LVGL uses the :cpp:enumerator:`LV_EVENT_GET_SELF_SIZE` event to get the self size of
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an object. Here is an example to see how to handle the event:
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.. code:: 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 need 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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.. _scroll_example:
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Examples
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********
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.. include:: ../examples/scroll/index.rst
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.. _scroll_api:
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API
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***
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