µGFX-Studio Develoment

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Joel Bodenmann

It has been quite a while since the last update as we were busy with a few things such as getting the new website done but that doesn't mean that we didn't make any progress.

We finished implementing support for images and fonts. Just as with the rendering functions these are now part of the Resources section of the new model driven approach. Images and fonts can be declared at one central location and be used throughout the entire project - just as with the rendering functions presented in the preview.

Here's a screenshot - just for the fun of it:

ugfx_studio_pre_0.2.png

Joel Bodenmann

As promised in the last blog post announcing the new version 0.2 of the µGFX-Studio we will keep you up to date about the ongoing developments.

Unfortunately there is currently not much we can show. We have implemented the project file handing: It's now possible to load, save and restore projects from a file. That's nothing new or fancy at all, yet it had to be done. Sadly getting that done took a bit longer than expected.
Now that that cumbersome task has been taken care of, we will either start working on the code generator or we will focus on adding all the missing widgets so we can hand out a test version for testing to gather feedback.

Joel Bodenmann

The µGFX-Studio hasn't received any updates in quite a few weeks. This is because we decided to throw the current version of the Studio away and restart from scratch. A few design choices were made with the current version of the Studio that impose several limitations. As these design choices are not that easy to change we decided to start over instead.

The new version of the µGFX-Studio that hopefully will be available in the next couple of weeks will be a real game changer. The new version uses the actual µGFX library itself natively to render everything inside the studio. This means that problems with font sizes and inaccuracies with positions and dimensions are now gone. The center area of the studio is now an actual GDISP driver. Therefore, everything you see inside the Studio is what you will actually see on your real hardware - accurate by the pixel.
Along with this come a few awesome new possibilities. For example, it's now possible to change between editor mode and interactive mode. In the editor mode widgets can be placed, resized and so on. In the interactive mode, the virtual display becomes a virtual touchscreen: All mouse input is now processed like touchscreen interactions. Therefore, the previously placed widgets can now be tested.
Furthermore, the widget style editor comes with a preview panel where the widget style that is currently being edited can be tested. Just as with the main display in the main window of the studio, the smaller display in the widget style editor is interactive: You can click on the buttons, modify the slider values and so on to test every aspect of your new widget style.
The by far fanciest new feature is support for custom rendering routines. The new version of the µGFX-Studio comes with a built-in C compiler that compiles, links & executes the newly created custom rendering function within a few milliseconds. Therefore, the result of code of a custom rendering routine can be tested without compiling a dedicated application, flashing a microcontroller and so on.

We will try to post an update every few days on this blog informing you about the ongoing developments. We hope to collect thoughts from the community to make the new Studio becoming a cutting edge tool.
The current road map involves releasing the first version of the new µGFX-Studio within the next couple of weeks. Please follow this blog by clicking the Follow button in the top right corner to stay up to date.

Pictures say more than a thousand words, so please have a look at this short video we made leave all your comments below. We are open for any kind of feedback, criticism, suggestion and anything else.
You might also want to subscribe to our new, official µGFX YouTube channel :)

 

Joel Bodenmann

We just released the µGFX-Studio Beta v0.15. This is the first release that comes with a Mac OS X version.

The complete changelog:

  • Adding 'Clean Project' option
  • Adding 'Get Help' link
  • Application window state are saved accross sessions
  • Improving background designer
  • Allow creating custom build profiles in preferences dialog
  • Improving preferences dialog
  • Improving makefile generator
  • Support for Mac OS X
  • Renaming variable 'gl' to 'glistener' to avoid naming conflicts with Kinetics Design Studio
  • Showing project name rather than project path in status bar
  • Fixing the issue where a newly dropped item isn't assigned to a container if it was dropped onto one
  • Allow changing the RGB value of a color directly in the ColorManager
  • Prevent invalid names for widget groups
Joel Bodenmann

Version 0.14 of the uGFX-Studio has just been released. It addresses issues regarding the building of the preview application both for Windows and Linux users. The preview now works with Ubuntu 14.04 LTS too.

Another great feature the new release brings is the ability to specify custom user scripts that will be executed after the code has been generated. Possible use-cases are to execute a script that will copy all generated files to the project directory of the IDE that compiles the code for the actual target hardware. That way the user doesn't have to manually copy files around anymore.
You can find more information about this new awesome feature here: 

 

Joel Bodenmann

Post-Build scripts

We are currently implementing the option that the user can execute a script after the preview code or the actual application code has been generated. This allows the user to perform certain tasks such as moving the generated files to a different directory to compile using an IDE for the target architecture or to modify certain aspects of the generated code.

This new feature will be part of the upcoming v0.14 update.

creator_scripts.png.608bdcbab551d157417e

Joel Bodenmann

Custom Fonts

We added support for custom fonts. From now on it's possible to use any TrueType-Font (*.ttf) that you can find on the internet in an µGFX application created with the µGFX-Studio. However, currently the fonts can't be converted inside the studio. Therefore, the user still has to manually convert the font using our online font converter and specify the path to the converted font file in the new font manager. This limitation will be removed in the future.

This new feature will be part of the upcoming 0.13 release of the µGFX-Studio.

ugfx_studio_fonts.thumb.png.22f2ffa2d743