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  1. Last week
  2. Sorry, I have been away and unable to respond. I will be back this coming weekend and will have a good look as soon as I can. The most likely reason is gwinPrintf is processing byte by byte rather than character by character.
  3. Earlier
  4. Hello & welcome to the µGFX community! Yes that is still true. If you purchased an µGFX 2.x unlimited commercial license you can still use any 2.x release without any additional costs. This also applies if it's a new/different project or product as long as the license holder noted on the licensing document is executing the development/sale.
  5. Is this still true? We have a purchased license couple of years back and want to use uGFX in another of our products. I want to make sure that I understand the licensing before we do that.
  6. Hi @inmarket, I get the same result as before with this code: char* accented = "é"; gwinSetText(ghTitleLbl, accented, gTrue); // works, sets text to "é" gwinPrintf(ghConsole, accented); // doesn't work, prints "é"
  7. A simple way is to just add a timeout value of x seconds instead of gDelayNone. If you get a NULL response then you have a timeout and the screen can be turned off. A non-NULL response can turn the screen back on if it was off.
  8. Hmm. Without looking at the code, it looks like a utf8 encoding problem. The reason I have this suspicion is that for the label you are getting a single character output, for the console you are getting a two character output. I suspect that while the two strings look the same they are actually encoded differently. Both the console and the label use the same underlying font routines so the only way they would give different output for the same input is if perhaps the console is printing byte by byte instead of character by character or string print. Try putting the string into a vari
  9. Maybe there's a note about this somewhere, but when gwinPrintf-ing accented characters from my custom font to a console, they don't render correctly. gwinSetText works fine for labels. So for example, gwinSetText(ghLabel, "é", gFalse); // works gwinPrintf(ghConsole, "é"); // doesn't work, prints "é" Is there a way to make this work using the console widget? Thanks
  10. The FT6x06 driver was contributed by a community member. It's likely that not everything in there is optional. We welcome any kind of contribution to improve the state of community-supplied drivers
  11. After more investigation it seems the FT6x06_TOUCH_POINTS register on my display is initialized to 0xFF instead of 0x00 as on the datasheet. I have modified the touch check to see if the number of touch points is valid (1 or 2)
  12. I'm using the FT6x06 driver. I discovered that when I log the coordinates read in `read_xyz`, when the app starts it detects a touch but the coordinates are x=4095 and y=-1, which don't make sense to me. I could modify the driver to check for this but perhaps it points to a problem elsewhere?
  13. What GINPUT driver are you using? This might very well be a driver "problem" (or feature). Can you reproduce the problem when you take you application code and compile it into a native Windows, Linux or MacOS application?
  14. Thanks Joel, ginputGetMouseStatus works great. However, for some reason when I first start my app, it reports that the touchscreen is pressed, until I tap it with my finger. Do you know why this would happen?
  15. Hello & welcome to the µGFX community! There are various ways of achieving this. For example, you can have a look at the /demos/applications/notepad demo which is a small paint-like application. To draw without handling the touch (mouse) inputs through widgets. Instead, it uses ginputGetMouseStatus() to retrieve the current mouse status. You can use the GTIMER module to implement the screen timeout easily.
  16. Hey there, I am wondering how I can detect any touch event, not just when touching a "pressable" widget. My goal is to turn the screen off after x seconds with no user input, then once the user touches the screen again, for it to turn back on. My event code follows the code samples closely: // Init event listener geventListenerInit(&gl); gwinAttachListener(&gl); // ... GEvent* pe = geventEventWait(&gl, gDelayNone); if (pe != NULL) { log_debug("ui/main",
  17. Did you manage to get this working?
  18. In that case I'd recommend to adjust whatever GDISP driver you have to handle that adjustment for you. How to do this depends on the GDISP driver model used but the overall idea remains the same: shift each pixel before the display controller gets access to it.
  19. It's a permanent offset. It should works for all widgets and in general for everything plotted on the display.
  20. Hi, I'll have to look into this at a later point but the mouse wheel is definitely not supported as of now. You should be able to click on the up and down buttons though. Controlling the list via the keyboard requires linking/setting-up the keyboard keys to the list widget using the GINPUT module.
  21. Hi, Check the return code of gdispImageOpenFile(). It will tell you whether the image was loaded properly. The widget will not display the image if it wasn't loaded properly. In general I'd recommend you making sure that you can display the image using the imagebox widget before attempting to insert it into the list widget as this makes it easier to ensure that there are no underlying problems with the filesystem, image decoders and similar.
  22. Can you elaborate a bit on what you want to achieve? It this offset desired to be global to everything the display displays or just for certain widgets? Also, is this a permanent measure or should this offset change during runtime? If this is just a measure to align the UI of a machine with a display behind a panel I would recommend modifying the GDISP driver directly. This way your application remains unchanged and upgrading to future versions of µGFX will not require any changes.
  23. I try to explain better. I want the display to add for example 10 px as offset to the Y axis, so if I tell it to plot at x:0 y:0 it actually plots it at x:0 y:10 The easiest thing to do is to modify all the gdisp routines and add this offset to the y component. I was wondering if anyone knew of a way to set the video controller at init already with this offset.
  24. Hi All, I am attempting to get the simple uGFX List code example to also show an image. Below is my code, as well as defines added to gfxconf.h. The list is displayed just fine, but no image in the list. Is there something I'm missing? I have defined the following in gfxconf.h: GFX_USE_GDISP GDISP_NEED_IMAGE GWIN_NEED_LIST GWIN_NEED_LIST_IMAGES And here's my code: #include <string.h> #include "gfx.h" static GListener gl; static GHandle ghList1; static gdispImage img1; static void createWidgets(void) {
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