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About Joshua

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  1. 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"
  2. 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
  3. 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)
  4. 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?
  5. 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?
  6. 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",
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