Jump to content

ForTest

Members
  • Posts

    47
  • Joined

  • Last visited

Posts posted by ForTest

  1. Hi,

    i have a question about the navigation throught menus

     

    I have for example three menus : A() , B() , C()

    Whan i call for example the function A() it performs :

    • a full clear screen (my primitive for my screen)
    • set invisible every widget on menu B (gwinSetVisible)
    • set invisible every widget on menu C (gwinSetVisible)
    • destroy every widget on menu A (gwinDestroy)
    • create every widget on menu A (gwinLabelCreate)
    • set visible every widget on menu A(gwinSetVisible)
    • redraw every widget on menu A (gwinRedraw)

    Whan i call the function B() it performs :

    • a full clear screen (my primitive for my screen)
    • set invisible every widget on menu C (gwinSetVisible)
    • set invisible every widget on menu A (gwinSetVisible)
    • destroy every widget on menu B (gwinDestroy)
    • create every widget on menu B (gwinLabelCreate)
    • set visible every widget on menu B(gwinSetVisible)
    • redraw every widget on menu B (gwinRedraw)

    etc...

     

    It works, but it's very slow.

    I'm sure this is not the best method. I know for example that containers can perform destroy actions on all his child.
    Now i ask what are the right actions to perform a simple navigation throught menus and if exists examples about that

    Thank you

  2. Hi folks!

    Does someone wants to share their widgets rendering functions^_^

    Graphically I'm not very good so if anyone has some nice graphical effects (for example on the buttons) to share it would be really appreciated

    I would be very interested to know how you can achieve gradient effects

     

    Thank you!

     

  3. Hi

    I am having trouble viewing more than 2 images in the same screen.

    I've imported 3 bmp into uGFX studio and generated the header file.

    The code for load a single BMP is this:
     

    GHandle ghImagebox3;
    
                    wi.g.show = TRUE;
                    wi.g.x = 400;
                    wi.g.y = 150;
                    wi.g.width = 67;
                    wi.g.height = 67;
                    ghImagebox3 = gwinImageCreate(0, &wi.g);
                    gwinImageOpenMemory(ghImagebox3, ico3);

     

    It works perfecty until i load 2 BMP

    Whan i try to open the third i cannot see it on the display

    I'm absolutely sure that x and y are in a valid area of the screen and there are not others widget on this area.

    Every ghImageBox element seems to be initialized correctly so i can understand why the image is not visible

     

     

    Suggest?

     

  4. Good morning
    I'd like to make the following thing:
    - Draw a graph (it's ok)
    - Show an image (or a box containing a fixed value or text)
    - The image should blink on the graph until another graph start

    For example i want to see the image on "example1.jpg" , after few seconds "example2.jpg", after few seconds "example1.jpg" , etc..

    Obviously the problem is the redrawing of the graph

    I think that the best way is to store the graph points then draw the image and redraw the missing points until the box is blinking


    I'd like to have suggests if there are better ways to do what i want or if i'm taking a wrong way
    Thank you very much and congratulations for the support that you bring to every user

     

     

    P.S.

    i can't use pixmap module because i can't include it with makefile

    others modules works properly

    example1.jpg

    example2.jpg

  5. Thank you for the suggests Joel

    a.  I will try

    b. I've tryed but is not working.. the TTF file is ok and the characters have all the same width, but when i export them and check the size (gdispGetStringWidth) i get different width values

    for example:

    "0" --> 43 pixels

    "1" --> 44 pixels

    "2" --> 43 pixels

    etc..

    in your opinion on what you can depend this additional pixels?

    c. ok it works! i've made a mistake in the settings property of a label

    Isonorm Monospaced RegularTTF.ttf

    Isonorm Monospaced RegularTTF80.c

  6. Hi

    I've seen a lot of project examples showing numberic values changes in real time

    I'm trying to do the same with a label widget but i have some issues:

     

    a. Using gwinSetText i get a refresh of the whole string so i get an annoying effect because all the area is turned black and redrawed character by character.

    b. Every digit can have a different width from each other so if i refresh them is it possible to see each character move left or right. Although this effect is annoying.

    c. The label widget doesnt have a left alignment. For example if i want to put a counter in the top-right of the corner it should see the number increasing its digits from the right to the left.

     

    So i ve made an array of label. Every label contain a single digit or a  "." , so the width is fixed to the maximum width of a digit or the width of a "." and this solve the b.  and also a. because using array i can refresh only digits that are changed

    I'm working on c. because it is necessary to reverse the original string and do some stuff

     

    I wonder if anyone has already had to deal with these problems and how he dealt

    I'd like to know if there are ways more 'effective and maybe already made that resolve the problems I have described

     

  7. UPDATE

     

    I've made a preset with a font Isonorm Bold (IsonormBold.ttf)

    http://oi64.tinypic.com/5l2clu.jpg

    I've made another preset with a font Isonorm Regular (Isonorm-regular.ttf)

    http://oi65.tinypic.com/2yud940.jpg

     

    In uGFX Studio when i set the regular font preset to a label i get this:

    http://oi65.tinypic.com/20573u1.jpg

    If i apply the bold preset to another label i continue to see the regular version:

    http://oi67.tinypic.com/msjhvp.jpg

     

    It's quite strange

    I get the same thing on the display

     

  8. In attachment the font i've used

    Isonorm-regular.ttf is the starting true type font and it works but i have only the regular version, so i've tryed to edit the numbers and make them in bold using FontForge (changing the width)

    http://oi65.tinypic.com/2iuu68y.jpg

    The result is Isonorm_modified.ttf

    When i try to build the array to convert the TTF to .C file i get a bad format error message

     

    Probably i make a mistake or maybe the tool i've used is wrong for do this

     

    Isonorm_modified.ttf

    Isonorm-regular.ttf

  9. Hello

    I've searched on the forum about the topic but nothing i've found :)

    My question is: how can i import a TTF bold?

    I've seen in the examples that Dejavu Font already start in bold version. What tool have you used? I've tryed FontForge but when i try to convert the TTF to .C table i get a wrong format message

  10. It works!

    It was quite complicated to reconstruct the right hierarchy of the modules but in the end it works.

    Some useful tips:

    - makefile don't work for me in KDS so i used the inclusion of "gfx_mk.c"

    - many path into the g-directory have a wrong path ("../.." missing) so... enjoy :) & good luck to redefine them!

    - try to change values from the top to the bottom of the "gfxconf.h" and see if compile errors decrease

    - check to put "TRUE" the show of the widget ghContainerPage0  (into "gui.c")  because was set "FALSE" by default from the uGFX Studio

    - "gl" is a variable set by the environment so it is necessary to change the name into the "gui.c" (GListener)

     

    In attachment my configuration file for bare metal os

    Tested on K64F with KDS 3.2.0 on ARM Cortex M4


    Thank you very much

     

    gfxconf.h

  11. Thank you very much Joel

     

    I've made the correction and now it compile

    I only receive this warning:

    GOS: Raw32 - Make sure you initialize your hardware and the C runtime before calling gfxInit() in your application!"

     

    I'm working with a SSD1963 display.

    I've made some changes on the "board_SSD1963_template.h"

    I Receive the error  `GDISPVMT_OnlyOne'

     

    Suggest?

  12. Hello

    I'm trying to use uGFX with the KDS 3.2 of Freescale.

    The purpose is to generate a GUI from uGFX and manage the code with KDS.

     

    The GUI should work in standalone mode without any base OS.

     

    I've followed the instructions about import and configuring (gfxconf.h) but i receive the following errors:

    "c:\ugfx\ugfx_library\src/gos/gos_rules.h:20:3: error: #error "GOS: No operating system has been defined."

    "c:\ugfx\ugfx_library\src/gos/gos_rules.h:24:3: error: #error "GOS: More than one operation system has been defined as TRUE."

    etc..

     

    Anyone has experiece with importing in KDS ?

     

×
×
  • Create New...