TouchGFX 4.10.0 with STM32CubeIDE 1.0.0 and STM32F476G-Disco
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-04 7:59 AM
Not really a question. I have attached a little test project for the STM32F476-Disco board using the newest ST tools. There are still problems and changes need to be made to the project. The Simulator and Build Code buttons do not work in the designer. The TouchGFX command line tool must be used for building the objects and the simulator. The simulator.exe file is located in the build folder within the TouchGFX folder. Before loading it into the target the code must be build with STM32CubeIDE.
- Labels:
-
STM32CubeIDE
-
STM32F4 Series
-
TouchGFX
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-07 12:21 AM
Hi @hansd56​,
Thanks for the feedback, that's really helpful. I'll pass it on.
/Martin
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-07 12:26 AM
Just to be clear, what do you mean by "Do not work" - They're disabled or nothing happens or something else? I downloaded your project and the buttons are present here but i'm getting some post-generate error when pressing either button - Just to verify that's also what you're seeing.
Thanks!
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-07 12:49 AM
Thanks for your reply. That's what I mean. The buttons are present but there are errors during the build. It works fine with the command line tool.
Regards,
Hans
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-07 12:54 AM
That's great, thanks. I will pass this on.
/Martin
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-07 1:25 AM
So i've figured out at least one issue - After code has been generated we call a post-generate command to update a particular project file (e.g. IAR, KEIL). But since CubeIDE is brand new, the existing command to update projects fails.
If you replace the "post generate" command in the .touchgfx file with "echo post generate" (it will complain if nothing is set), you will be able to run your simulator in the touchgfx designer at least.
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-07 1:29 AM
This means that for now you have to update your CubeIDE project manually with new files (generated or otherwise).
The last problem with compiling from CubeIDE is that it's referencing libtouchgfx in a wrong way.
Go to C/C++ General -> Paths and Symbols -> Library Paths and change the entry to "/TouchGFX_Simulator/Middlewares/ST/TouchGFX/touchgfx/lib/core/cortex_m7/gcc" - The linker is simply looking in the wrong spot.
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-07 1:30 AM
arm-none-eabi-size TouchGFX_Simulator.elf
arm-none-eabi-objdump -h -S TouchGFX_Simulator.elf > "TouchGFX_Simulator.list"
text data bss dec hex filename
304782 252 44196 349230 5542e TouchGFX_Simulator.elf
Finished building: default.size.stdout
Finished building: TouchGFX_Simulator.list
10:27:15 Build Finished. 0 errors, 0 warnings. (took 12s.369ms)
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-07 1:30 AM
So one issue i will raise is the post-generate script not being able to understand the CubeIDE format - But it's possible to update this manually for now.
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Email to a Friend
- Report Inappropriate Content
‎2019-05-07 1:43 AM
