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Generate new project in TouchGFX Designer 4.18 - cannot import into STM32CubeIDE 1.7.0?

JSome.2
Associate II

Fresh install (yesterday and today) of CubeIDE 1.7.0 and TouchGFX Designer 4.18.0.

In Designer - create a new project, one screen/one control, target is STM32F469I Discovery board.

Generates code fine - simulates fine - sends to actual Disco board and runs just fine.

Build code in TouchGFX MinGW environment: zero errors.

Import project into CubeIDE: project does not compile. The first error in my case:

make: *** No rule to make target 'C:/TouchGFXProjects/TestProject/Drivers/STM32F4xx_HAL_Driver/Src/stm32f4xx_hal_uart.c', needed by 'Drivers/STM32F4xx_HAL_Driver/stm32f4xx_hal_uart.o'. Stop.

Not a gigantic problem, I have the hal_uart.c in another project, so I copied it into the driver/src folder and that error cleared. But next I get this error:

make: *** No rule to make target 'C:/TouchGFXProjects/TestProject/Drivers/BSP/Components/mfxstm32l152/mfxstm32l152.c', needed by 'Drivers/BSP/Components/mfxstm32l152.o'. Stop.

I don't have one of those. :expressionless_face:

So, there are three possible cures. In order of preference:

  1. Why does the generated project not import correctly into CubeIDE? Seems like the makefile setup that CubeIDE wants is completely different from what MinGW's makefiles are using.
  2. In the absence of that, I can edit in CubeIDE and build in MinGW; what then would be the steps for sending built code to the target? This does not permit remote debugging, of course, but it's better than nothing.
  3. Where can I pick this (and any other future missing) files?

Thanks in advance.

3 REPLIES 3
MM..1
Chief III

1.Your own reply is In Designer - create a new project result project is for use in Designer , not IDE.

Some this prepared project have in folder structure files for open in IDE , some not, Import to IDE without this files result to your errors.

2.Yes and not , your MinGW dont found new files usw.

3.Create project properly (for IDE in IDE) and no missing files....

JSome.2
Associate II

MM..1, your answer is not terribly helpful.

If one creates a project in Designer, how do you edit code? How do you debug? These are the roles an IDE usually fulfills.

If one creates a project in the IDE, how do you position objects and set their properties? These would seem to be to roles that TouchGFX Designer fulfills.

I tried working with a project built entirely from the IDE, and while you can programmatically change certain U/I elements, there are some properties that cannot be set outside of the Designer.

If I'm not going to use Designer, then I'll just scrap TouchGFX entirely and use my own graphics libraries. At least I have full programmatic control over them (and I understand them too).

First learn then write....
project created in IDE have doubleclick file object to open designer and all code work together.
Project created in TouchGFX is primary editable with designer , basic projects don’t need more as manage and edit in Designer .