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Joel Bodenmann started following STM32H7 with LTDC , Change the on-screen keyboard language from English to some other language , Test routine "PushButton". Need help... and 2 others
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Change the on-screen keyboard language from English to some other language
Joel Bodenmann replied to Vaisr's topic in Support
Hello & Welcome to the µGFX community! This can be done by defining a custom keyboard layout and setting it via gwinKeyboardGetEventSource(). You can have a look at the built-in layout as a reference which you can find under src/gwin/gwin_keyboard_layout.c -
Glad to hear that!
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Hi! Have you tried just running the unmodified example found under /demos/modules/gwin/button ? With regards to calibration: You would typically only ever do that once (or if you build a full application, have some "settings" menu where the user can re-launch the calibration sequence). Once calibration was performed, you'd typically store the calibration data and load it on power-on. Have you had a look at the corresponding documentation? https://wiki.ugfx.io/index.php/Touchscreen_Calibration
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Hello & Welcome to the µGFX community! Have you checked out the attached archive in @M3Michi 's last post?
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Definitely on the ToDo list to check this out. Have to get the v2.10 release out first tho (pretty much done at this point).
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Does that mean your patch changes font rendering (the actual painting) to use gdispGStreamStart(), gdispGStreamColor() and gdispGStreamStop()? And then on top of that giving gdispGStreamColor() an additional "count" parameter? Apologies if I'm way off here - totally buried at the moment.
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We had a short internal discussion about this. We'll gladly have a look at your patch but we'll need a bit more time as we're quite busy at the moment. In general, we're quite keen on this additional/improvement if it is not restrictive to a particular type of driver.
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Woah - that is awesome - good work! Is this the default dashboard for all BELAZ trucks or is this a retrofit that you're offering? If you like you can "showcase" your project in the "User Projects" section of this forum. That is always appreciated: https://community.ugfx.io/forum/6-user-projects/
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You seem to have been patient with me.... thank you In your initial post you mentioned that the problem you're encountering happens when changing pages. Is this by any chance related to this?
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Don't hesitate to ask if you have any other questions
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Hello & welcome to the µGFX community! This is a common issue with graphics rendering not only specific to font rendering. Common solutions include: Render the entire element before pushing it to the framebuffer. In µGFX terms that would mean rendering into a pixmap and then blitting to the real display. Using global double buffering: You render to an off-screen buffer and once your rendering operation(s) are complete you swap the display's framebuffer. I'll need some time to get back to this as it has been a while since I was last digging in the internals of font rendering. One thing that comes to mind is that fillarea() tends to be a fast operation as this is an operation commonly supported by hardware acceleration. If you can propose a patch that handles the kerning issue I'd be more than happy to look into it.
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Hello & Welcome to the µGFX community! The µGFX library can be integrated into an existing project through four different mechanisms: CMake Makefile Single-File-Include Manually adding all files the old fashioned way See https://wiki.ugfx.io/index.php/Getting_Started for more information STM32 CubeMX allows to generate projects using either Makefile or CMake - the latter being a very recent addition. I'd recommend that you get a basic project up and running without including µGFX to make sure that your environment & tooling are working as expected. Once you have a working project, you can include the µGFX library using any of the available mechanisms. In your case that will most likely be via Makefiles. Don't hesitate to ask if you have any questions. We're happy to help wherever we can.
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Have a look at the command(s) passed to the compiler to verify that STM32LTDC_USE_DMA2D=GFXON is being passed as expected. This should definitely work (both based one existing customer projects as well as a quick test on our end).
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Just had a quick look and the STM32LTDC_USE_DMA2D define/setting seems to work as intended. Firstly, make sure that you define STM32LTDC_USE_DMA2D as GFXON (i.e. not just defining it, but also assigning the value to it). Secondly, have you tried setting STM32LTDC_USE_DMA2D to GFXON in your build system (makefile, cmake, ...) instead of gfxconf.h?
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Happy to hear that you have the STM32LTDC driver up and running The hardware accelerated area filling is handled by the DMA2D peripheral. From the µGFX side of things, the only thing you have to do is setting `STM32LTDC_USE_DMA2D` define to `GFXON`. More information regarding the STM32LTDC driver can be found in the corresponding driver readme: https://git.ugfx.io/uGFX/ugfx/src/branch/master/drivers/gdisp/STM32LTDC/readme.md Note: We strongly recommend that you use the latest master branch of the official µGFX v2.x git repository if you're using the LTDC driver. It has been reworked/improved substantially since the last official release.