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Steffan

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Posts posted by Steffan

  1. So I tested the studio a bit..

    1) When you change the visibility ( for example set it to false) it actually changes the "Enabled" property? And why does it capitalize the first character of true/false while you edit it?

    visble-enabled.PNG

     

    2) Probably already known: when you scroll to change the zoom ( while the focus is on the slider), the slider changes but nothing happens?

    3) One cannot resize a widget that's inside a container?

    4) Unexpected focus-loss? Place a container and select the container, so it shows the resize handles. Now give the focus to an other application. Go back to uGFX studio and try to resize the container (it still shows the handles and the resize cursor), as soon as you click to resize it actually deselects the widget. Perhaps this is not really a bug, more an annoyance.

    5) Add two images to your project. Select two images with the same filename from different folders . It'll copy the files to the resource folder, but it'll overwrite the oldest one, because it keeps the original filename.

     

     

  2. I don't want to be a party pooper, but it required some "hacking" to get to what you see there. At the time I wrote that, the window manager did not call all the neccessary functions of my custom window manager, so I had to modify the ugfx-core code. I also hacked some basic z-order functionality in. In the end it's nothing more than ordering the widgets in the lists with widgets based on this z-order. It also doesn't do anything smart at all. It just redraws the entire screen when something changes which is not really efficient.
    I short: What you see in that video is totally incompatible with the current uGFX, because I modifed the uGFX itself.

  3. Hi Joel,

    I played around with ugfx studioa bit. Below my findings:

    1) A tiny issue: Correct but incorrect filename. Manually change the path to unexisting folder, then select the path using the browser while the folder does exist ( just created it ):

    2) Moving a container that has another container in it seems to crash ugfx studio. There also seems to be something with the bounding box sometimes. Cannot reproduce that tiny space between the container and the bounding box all the time.

     

    Btw, that auto resize is kinda unexpected and weird. I mean when a container has a child it resizes the child when you move the container/parent, not after you dropped the widget into the container.

     

    3) When you add a PushButton to a container and right click the widget, it asks which widget to select ( the PushButton or Container ). When you choose the container and click on delete, it actually deletes the PushButton and not the container.

     

    4) Side-effect of changes on in the Interactive Mode. When you change for example the slider position, it keeps the position in the edit mode. Same happens when you have a button and a keyboard. When you click on "return" on the keyboard, the button gets the "pressed"-style. When you return to edit-mode it still shows the "pressed"-style for the button.

     

     5) When you create a new Project in a folder which already is a uGFX studio project folder, it adds another "Default"  target in the Targets list in the Design panel. Repeat this a few times and you end up with quite a few "Default" targets.

     

    6) When you create a new project while in Interactive Mode. The Interactive Mode tab is still active(visually, in the top of the screen), but it actually changed to Editor Mode.

  4. While working with the LTDC I stumbled up on two issues in the LTDC driver:

    1.  See https://git.ugfx.io/uGFX/uGFX/src/master/drivers/gdisp/STM32LTDC/gdisp_lld_STM32LTDC.c#L60 the sync field is 8-bit, while it seems it should be 32-bit as the corresponding defines are > 8 bit.
    2. "PIXIL_POS" ( see https://git.ugfx.io/uGFX/uGFX/src/master/drivers/gdisp/STM32LTDC/gdisp_lld_STM32LTDC.c#L98 ). Why is it called PIXIL and not PIXEL? Is this on purpose or is this a mistake? The same macro ended up in gdisp_lld_fb24bpp.c and gdisp_lld_framebuffer.c
  5. I know, I know regarding the layers. The mean reason i wanted to go for the dual frame buffer for a single layer for the "background" with the menu in a second layer, is that the "background" can be updated while the menu is shown and I didn't want it to go semi-glitchy. But maybe this isn't really an issue at all. At a decent frame rate this should be hardly noticeable (i hope). I "need" the second layer to implement some transparency/alpha channel for the menu. Maybe I should look a bit into the DMA2D a bit more, maybe I can make something useful out of that. 

    Regarding the timings. I checked them for the SDRAM, the timings seems to be already pretty close to the fastest possible settings.

    Otherwise I guess the 800x480 is probably not really the most suitable display for this.  It's mainly a playground anyway.  I found some post from king2 on this forum, he also states 800x480 with two layers at the same time isn't going to happen. The SDRAM+F429 isn't fast enough. Time to get some F7 discovery then.

     

     

  6. Thank you Tectu.

    I ported the "sliding menu" to the F429+LTDC. Seems to work OK-ish. I implemented it by using a single layer and swapping the framebuffers ( one is updated, while the other is displayed). It would be nice to use the two layer feature, but I cannot get it to work properly. As soon as I enable the second/foreground layer, I get (synchronisation??) issues. I can lower the pixel clock to "solve" this issue, but then the frame rate gets unacceptably low. All this using a STM32F429-Discovery with a 800x480 display. Any known limitations with this setup?

  7. Hiho,

    I finally took some time to hook up some display to the LTDC of my STM32F429-discovery. That part works like a charm now. My goal is to get to this: https://www.youtube.com/watch?v=_1mRUhAzPoo (which is currently SDL and pixmap magic only)

    Anyway. I want to use multiple layers/blending/whatever to achieve the same on the display connected to the F429, but I'm not entirely sure what the current state of the LTDC in combination with two layers is in uGFX. I read this post by Tectu: https://community.ugfx.io/topic/447-support-for-stm32f469i-discovery/#comment-3637, but I'm not entirely sure if this is actually there or has to be implemented. From what I can see named functionality in gdisp_lld_control and gdisp_lld_query is yet to be implemented (by me). Also i'm not entirely sure about "adding support for multiple LTDC layers is by using the multiple displays support". What does Tectu try to say here? Do I have to make a copy of the current LTDC driver and use that as second display?

    Some extra pointers in the right direction would be nice.

     

     

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