madhu Posted June 23, 2016 Report Share Posted June 23, 2016 Will ugfx supports on screen keyboard..? Link to comment Share on other sites More sharing options...
Joel Bodenmann Posted June 23, 2016 Report Share Posted June 23, 2016 µGFX already has a virtual on-screen keyboard widget that is known to work very well. It's highly customizable as it supports custom layouts (eg. you can arrange the buttons however you like). API-Reference: http://api.ugfx.org/group___virtual_keyboard.html Demo 1: /demos/modules/gwin/keyboard Demo 2: /demos/modules/gwin/textedit_virtual_keyboard Link to comment Share on other sites More sharing options...
madhu Posted June 23, 2016 Author Report Share Posted June 23, 2016 Thanks for the quick replay.. What is the final foot print size of ugfx..? Sorry for asking so many questions.. Link to comment Share on other sites More sharing options...
Joel Bodenmann Posted June 23, 2016 Report Share Posted June 23, 2016 22 minutes ago, madhu said: What is the final foot print size of ugfx..? That question can't really be answered. It depends on so many different things: The underlying system that you're using Whenever possible uGFX uses infrastructures from the underlying system Which features you are using (configuration file!) Each module can be enabled/disabled individually Each module has sub-features that can be enabled/disabled individually Each of those configurations pulls a different set of dependencies Images Each image format comes with different memory requirements Fonts You can enable and disable sub-features like kerning, anti-aliasing and unicode. Each of those has an impact on the binary size. Fonts are usually stored in the linked binary. Therefore each font will have an impact on the binary size. Fonts can be filtered, this way unused characters don't end up consuming any memory Styles & Renderings Each widget style and custom rendering routine will have an individual impact on the binary size ... The list could go on and on - The point is that it not only depends on the platform you're working with but also which features you have enabled, what kind of resources you're using and so on. In general you definitely want to disable anything in the configuration file that is not explicitly needed/used. Never the less it's worth while to note that µGFX has been designed to be as small as possible. This is also one of the reasons why the source of µGFX is completely open: Many other competitive products only provide pre-compiled libraries. This is not only a pain in the butt but also means that unused features become part of the linked binary. When you don't enable something in the µGFX configuration file, the linker will never ever see the code as it gets removed by the pre-processor even before compilation. 22 minutes ago, madhu said: Sorry for asking so many questions.. You're not We're happy to answer any question we can. Link to comment Share on other sites More sharing options...
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