Discuss STM32 and TouchGFX implementations, including configuration, debugging, and optimization.
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The result is like the last picture, what should I do?
I am posting the support ticket here as well, because it took six weeks to get a first response to the original support ticket.It is likely related to the issue reported in this posting:https://community.st.com/s/question/0D53W00000raYd2SAE/intermittent-break-at-address-0x1fff51f4-with-no-debug@ST: please pick up case 00140083.This is probably related to the issue I reported in case 00133376. You have closed that ticket so I must create a new one. STM32L4R7ZIT.I have followed the recommendation in case 00133376 and applied the PEMPTY patches described here:https://community.st.com/s/question/0D53W00000raYd2SAE/intermittent-break-at-address-0x1fff51f4-with-no-debugAt first, it seemed that our custom init function (replacing HAL_Init() and SystemClock_Config()) had solved the original problem.Then a colleague joined me in the project and started having debugging problems. We then applied the PEMPTY patches and it seemed that the problem had gone away.However, after adding more code to th
I put a group of same small custom containers inside a large container. Then I added this large container to my view. How can I propagate button callback from small container to current view and also identify which small container triggers the callback?
I was trying to run & study demo touchgfx and stemwin project form latest 1.16.1 cube pack for my stm32f746g-disc board. It compiles fine, but after flashing, some images of the ui are seems choppy. Attaching a pic of that too.
Hello everyone,For my project requirement, I need to implement both LTDC Display and log data on a uSD card simultaneously and periodically.Implementing these two tasks separately works fine.While implementing these together, in the debug mode, I get a status as "FR_NOT_READY" even when uSD card is mounted, although the display works as expected.If anyone has any leads on this, please share.Regards.
Please help me out with any algorithm to access (3000+) PGNs. So that i can access any of them from my touchgfx application though DB Layer.(Data Bus Layer). If you have any case study please share with me. So that i can go though and get idea.
As per the tutorial 5: https://support.touchgfx.com/docs/tutorials/tutorial-05, I have implemented a custom trigger as per part 1. Its work perfectly on simulator but it did not run on discovery board.When I debug this application, control went to buttonCallback handler but never hit to setBackGroundColor function.Please let me know what I am missing.void Screen1ViewBase::setBackGroundColor(colortype value){ //Interaction1 //When setBackGroundColor is called execute C++ code //Execute C++ code backGround.setColor(value); backGround.invalidate();} void Screen1ViewBase::buttonCallbackHandler(const touchgfx::AbstractButton& src){ if (&src == &button) { //Interaction2 //When button clicked call setBackGroundColor on Screen1 //Call setBackGroundColor setBackGroundColor(touchgfx::Color::getColorFrom24BitRGB(r
The chip is:STM32F429When I was using the downloaded QRcode program, I found that the program crashed. The use method is as follows:
Title says it all. Steps to reproduce:Create new project with L496 Disco Application TemplateOpen Project In CubeIDE, verify build OKOpen IOC in CubeMX. Change nothing, but click the Generate Code button. (Note that there is still an error in TouchGFX generator, generate anyway)Build again, observe linker errors.See image attached for code diff. Why is this happening? How can I prevent it? I can use my version control to revert that section of the code, but I have to do it every time I regenerate the ioc :(
Hallo. I use stm32h747 with touchgfx and mipi dsi display 454х454 pixels. Works well, but swipe screens with delay about 1-2 Sec. witch way make it faster ? Dim
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Hi,I am using TouchGFX 4.13 on a STM32H750XB.I'm using a 800x480 screen, so the framebuffers are placed in external SDRAM.My code is based of the example project for the STM32H750B-DK, and almosteverything seems to be working except for the fact that I get black lines when enabling the Chrom-Art.Here is an example of what it looks like:These lines seem to appear when dma2d is used to add an image to the framebuffer.(Some TiledImages are used, explaining the seemingly random lines at the left/bottom).When the Chrom-Art is not used, everything looks fine.Similar code has worked when using a smaller screen and placing the framebuffers in AXI-SRAM, so my guess is that this problem has something to do with the SDRAM, but I can't figure out what it is I'm doing wrong.Does anybody have any suggestions?
Hello everyone,I want to make a graphics application on my Mikromedia 7 Capacitive board with the STM32f746ZG MCU (320kbytes SRAM and 1MB Flash Memory) and an external SPI Flash SST26VF064B. Besides, I use partial framebuffer strategy.I managed to store my images in the Flash with a loader and now I'd like to display them on my screen. I've got interested in the external data loader like this :I followed this page : https://support.touchgfx.com/docs/development/scenarios/using-serial-flash#imagesIt generates TouchGFXGeneratedDataReader and TouchGFXDataReader files. I Implemented the functions, but the program just goes through AdressIsAddressable() and nevers gets into CopyData or startFlashLineRead functions.Obviously, it displays nothing.Is this the good way or do you have any other idea which could display theses images ?
Hi everyone.I've been trying to create an header file with some default colors for an user interface. Apparently, TouchGFX has a struct called colortype that is used as a type for colors. I created an .hpp file, included touchgfx/Color.hpp and tried to define variables with type "colortype". It doesn't build, I get the compiler message " 'colortype' does not name a type". What would be a proper way of defining some global default colors into a header file to be included into other ui files?
Referring to the website doc:https://support.touchgfx.com/docs/development/scenarios/lowering-memory-usage-with-partial-framebuffer/#partial-frame-buffer-memoryWhy is the bytes calculation: (Number of Pixels)* 3 ?Earlier in the doc the ManyBlockAllocator is set up as 2 bytes per pixel. In the same doc it also mentions having only 2 blocks but the example clearly shows 3. "Here we are updating 3 rectangles, but the allocator only has 2 blocks. In that situation, TouchGFX will wait for the first blocks to transferred and then reuse the blocks."Are these typos or am I missing something?
To start best of with a project I think it is good practice to start with a Discovery Kit, this way I know the hardware is configured, and there are no surprises there. In this case I have the STM32H7B3I-DK and the STM32H735G-DK.I can start a project in TouchGFX. But I have found different ways to open it in CubeIDE, and depending on how you open it, you have different file structures. Why?I would like to start a project by generating a start template in "stand-alone-mode" in designer. Make a background and then run it on target and see that a screen shows up as expected on target.Then I would like to open the generated code in CubeIDE and from within the IDE open the *.ioc file and the TouchGFX file and from within CubeIDE do all my programming.But it seems that no matter how I do things, the screen ends up black when compiling code and uploading.Has anybody a foolproof way of starting off a TouchGFX project with HAL support so it can actually do stuff on the CPU (connecting to the su
I have a ScrollList at the end of a ScrollableContainer. If I scroll down the ScrollableContainer to the ScrollList, the items in the ScrollList are not scrollable.However, if I place the ScrollList out of the scrollablecontainer, the scrolllist items are scrollable correctly. Can we not place a ScrollList withing a ScrollableContainer? or am I missing some required step?Thanks very much for responding.
I am trying to build a smart switch using the stm32f7508 disco kit.To improve the scrolling performance I am cached the container.it distorted the background image and also some elements of the container stay on the bottom. the container elements are drawn correctly and performance is great. but I can't be able to solve the background image problem please help me.Here is the images of before and after of my project.https://imgur.com/a/IThEzBRThe problemsbackground image distortedThe bottom piece of the container stays at the bottom in a fixed state.The code that i written.uint16_t* sdram = (uint16_t*)(0xC011EE00); Bitmap::setCache(sdram, 635*1024, 1); dynamicBitmap1 = Bitmap::dynamicBitmapCreate(272,635,Bitmap::RGB565); container2.setCacheBitmap(dynamicBitmap1); container2.enableCachedMode(true); container2.updateCache();Here is my design higherarchyhttps://imgur.com/a/qe9m5B2Sorry for the long writeup please help me.
Hi,I've come across what seems to be a Designer bug which I don't know how to solve or how to avoid it in the future.I added an animated image to my project that consists of a few images. Afterwards I deleted the animated image and proceeded to remove the images the Designer's images screen.Then, to my surprise, when I tried to compile through the CubeIDE I received the following error message:make: *** No rule to make target 'C:/TouchGFXProjects/FirstApplication/TouchGFX/generated/images/src/image_FullPallete.cpp', needed by 'Application/User/generated/image_FullPallete.o'. Stop.make: *** No rule to make target 'C:/TouchGFXProjects/FirstApplication/TouchGFX/generated/images/src/image_FullPallete.cpp', needed by 'Application/User/generated/image_FullPallete.o'. Stop.If I re-add the images, it works fine. If I try to delete them again, the same thing happens. I don't want these images and I don't know how to get rid of them.Thanks in advance!
HII am a beginner on using touchGFX. I did some tests with an evaluation board and everything works, I was able to do some tests. Now I ask you how should I do to create a new project with a hardware built by me? I haven't found a tutorial explaining how to set up IDE and GFX from the start.
I am trying to change the box colour from Red to Green then Green to blue on every single click but on single click box color directly changes from RED to BLUE..for very short duration it appears GREEN. FYI.hpp void boxClickHandler(const Box& b,const ClickEvent& e); enum colorChange{RED,GREEN,BLUE}; colorChange cc=RED;protected: Callback<Screen2View, const Box&, const ClickEvent&>boxClickedCallback;.cppScreen2View::Screen2View():boxClickedCallback(this, &Screen2View::boxClickHandler){}void Screen2View::setupScreen(){ Screen2ViewBase::setupScreen(); //Add the callback to the box box1.setClickAction(boxClickedCallback);} void Screen2View::boxClickHandler(const Box& bx, const ClickEvent& evt){ if((cc==RED)) { //Change the box color to GREEN. cc=GREEN; box1.setColor(touchgfx::Color::getColorFrom24BitRGB(0,255,0)); box1.invalidate(); } else { box1.setColor(touchgfx::Color::getColorFrom24BitRGB(0,0,255));
Hello,is there an example for the cacheable containers or generally more information than in the doc:https://support.touchgfx.com/docs/development/ui-development/scenarios/achieving-better-performance-with-cacheable-containerhttps://support.touchgfx.
Hello,I want to make a project with a STM32F479VI and a MB1166. I don't know how to do. Is someone can share to me an empty example, please? Is it possible to have file for TouchGFX too, please?Thank you for you help.Best Regards
in datasheet, it support Raw 8.in Reference manual(RM0433), it support raw 8/10/12/14 bit.Has anyone tried the raw10bit ?
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