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Joel Bodenmann

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About Joel Bodenmann

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    µGFX Developer

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  1. Joel Bodenmann

    Choose touch drive

    There's currently no built-in driver for the GT911 touch controller. You'll have to write a GINPUT driver for it. Have a look at the interface documentation and the various existing driver implementations.
  2. Joel Bodenmann

    support unicode and RTL language

    Alternatively, you can use the forum search and find this:
  3. Joel Bodenmann

    Problem with low performance

    I'd like to add some info: This is not a hardware problem but how your uGFX board file(s) are configured. That's the reason why you're getting better performance with a different solution. The LTDC stuff allow for a lot of different configurations - You have to go through everything and figure out what the right ones for your hardware are. Especially check on DMA2D. Also don't forget to set your CPU and compiler in the uGFX configuration file.
  4. Joel Bodenmann

    To list sinchronization... ?

    There's currently no high-level API for that. I think you'll just have to extend the existing list widget to provide that functionality.
  5. Joel Bodenmann

    STM32F429-Discovery problems

    There are plenty of board files available in the /boards directory. You'll also find plenty of examples by google. Furthermore, every driver has a board file template in the driver's directory.
  6. Joel Bodenmann

    Hardware acceleration

    Hi, You can look up all the possible hardware acceleration of the GDISP module in the driver interface documentation. Other places that support hardware acceleration are for example the GAUDIO module that can leverage an external codec. Yes, the Linux framebuffer is supported: https://wiki.ugfx.io/index.php/Linux#Framebuffer
  7. Joel Bodenmann

    Upcoming uGFX versions v2.8 and v3.0

    Please stop spamming an unrelated forum topic.
  8. Hi, Making ready-to-run projects is very difficult as it depends completely on the underlying hardware. If you're using some sort of development board/kit you should get a project for that and then just add µGFX as described in the detailed step-by-step guide for Keil in the documentation. µGFX is completely platform/hardware agnostic which means that it will run on almost anything. The normal workflow is that you get your stuff running without µGFX (eg. taking a sample project that comes with the development board/kit that you use) and then you'll add µGFX to it.
  9. Have a look at GDISP_NEED_STARTUP_LOGO in the configuration file. By the way: It seems that your display (pages) are swapped. Left and right are swapped.
  10. The display controller is physically connected to your microcontroller/system via some kind of bus. For example parallel or SPI. The acquire_bus() and release_bus() functions are called by the driver itself (which is independent from what interface/bus is being used) before and after making a bus transaction. These functions allow you to acquire the bus before talking on it and releasing it once you're done. In case of a simple SPI interface this is where you want to set your CS pin level accordingly. More complex systems might need to call OS functions to acquire/request bus access and stuff like that. The GDisplay structure represents the actual display. You can have a look at the documentation to figure out what information is contained. Usually you're interested in this when dealing with multiple displays or requiring the private board file area.
  11. Joel Bodenmann

    Visible tearing / flicker during gdispFillString()

    Yep, that's correct: Pixmaps are meant to be used for this. Single-file inclusion is just a method designed to be as comfortable as possible. You can always include the µGFX library sources the classical way. It's just a bit more work. But now that you already know µGFX a bit it should be fairly simple
  12. Joel Bodenmann

    Rotary encoder menu system - input recommendation?

    And a GINPUT toggle for the pushbutton to select stuff
  13. Joel Bodenmann

    uGFX for Xilinx Zynq in Vivado SDK?

  14. Joel Bodenmann

    uGFX for Xilinx Zynq in Vivado SDK?

    Glad to hear that you got it working! I'm not sure about what v3 repo you're talking about tho. You should be using the master branch of the official uGFX git repository: https://git.ugfx.io/uGFX/uGFX That branch will become v2.9 which contains the new type systems and other things to prepare for the v3.0 major update.
  15. Joel Bodenmann

    uGFX for Xilinx Zynq in Vivado SDK?

    In general you don't want to build µGFX as a static library because there is A LOT of pre-processor magic happening that optimizes tons of things during compile time. We've had many customer projects where they wanted to build µGFX as a static library. After some short argumentations they usually dropped that idea fast - except for one customer. And from there on it was a constant pain in the butt. A lot of time was lost due to different problems that only arose due to building µGFX as a static library. I'm currently on the road so I've limited comfort to write down detailed reasons. But in general: No you don't want to do that except some very specific special cases where you'd know that you want that and why. I hope that helps.