2025-09-23 3:46 AM - last edited on 2025-09-23 8:11 AM by Andrew Neil
Hi all,
Hi Martin,@Martin KJELDSEN,
now that version 4.26.0. of TouchGFX is out, I tried to migrate my huge project (90 screens) to this new release, but I can not get texts being generated.
What I have done:
I used the latest STM32CubeMX version (6.15.0) and regenerated code of the project with TouchGFX Version 4.26.0 selected. Then I opened TouchGFX Designer 4.26.0, migrated my project and generated code too.
There were several warnings concerning the Unicode characters like the following sample:
WARNING - Char 0xC0 is used but does not exist in the font!
WARNING - A total of 64 Unicode characters did not exist in the font!
In the first run, texts were generated correctly.
But as soon as I change a text or add a new text, these changes are no longer regenerated when pressing "Generate code".
Then I tried several things (proposed on a different post):
- Change all wildcard character sets from 0x20...0xFF to 0x20...0x7E. Did not help!
- Generate a blank (Simulator) app and imported the GUI: Text generation then works! But I need the design im my project folder, therefore:
- I then tried to import this GUI back into my original project: Text generation doesn't work then!
- I tried to generate a new (simulator) design in my current project folder and import from the working generated new project: Text generation still doesn't work.
I am out of ideas, how to fix this issue!
Can anyone tell, what is wrong and how I can fix this?
P.S: Version 4.24.1. ist the last working version for me. This issue arose with Version 4.25.0. already.
Please can anyone of the employees have a look, what was changed from 4.24.1 to 4.25.0 so that these releases don't generate text anymore??
Thanks for help.
BR GS
2025-09-23 6:24 AM
Hello @GS1,
Have you check if your project uses char 0xC0 and if your font contains it too ? You can use FontForge to check that.
BR,
2025-09-23 7:02 AM
Hi Louis,
I only use 3 font types: Calibri, CalibriB (Bold) and AbsolutDB (ABSN_.TTF)
Using FontForge I see that both fonts should have 0xC0. This is a character which I don't use in my application (À).
I only use the german " äöü ÄÖÜ ß " and the " ² " character from the calibri fonts, but these are available in the font.
Any other possible reason?
BR
2025-09-24 6:34 AM
Could you send me the fonts ?
2025-09-24 7:44 AM
Hi Louis,
I have done another try, which also failed:
I redefined the Wildcard character sets to only have 0x20 - 0x7E (instead of 0xFF).
This eliminated the WARNING messages, however changes in the texts are still not generated.
In Version 4.24.1 everything is working perfectly.
I have attached a zip file with my 3 fonts.
Hope you can find a reason...
BR GS
2025-09-26 1:06 AM
Hello @GS1 ,
Have you tried to delete the generated folder and regenerate ?
BR,
2025-09-26 1:16 AM
Yes, I tried that. Then this folder is not regenerated.
BR GS
2025-09-26 1:56 AM
Can you try with different fonts (only use verdana for all your typo) ? Can you send the log output ?
2025-09-30 3:27 AM - edited 2025-09-30 3:27 AM
After changing the Typographies of my several font sizes from Calibri to Verdana and changing the contents of 2 texts to make sure, that texts need to be generated, the only thing that happens is as follows:
- in the asset \ fonts folder the verdana.ttf is added
In the sub folder under "generated" for text and fonts:
- text source files are not created. Previous files are untouched
- font source files for the different typography are not created. Only the Calibri files still exist untouched.
The log is as follows (don't know where to find a file):
Then I deleted the complete folder "generated" and pressed "Generate code" again.
This should regenerate all sub-folders and files.
But the only subfolder in "generated" now are:
- gui_generated
- simulator
and a file named user.config
Missing folders:
- fonts
- texts
- images
- videos (which I actually don't use/need)
Please note:
I am not using the Simulator (this is not possible in the current configuration) and therefore I deleted the command calls in the Config-build setup for the simulator creation. Same applies for the Target, because the target is created with Keil separately. The TouchGFX application is running on a custom board with 2 processors, which are loaded separately via my own lootloader into system. The 2 processors have different tasks to aquire data from CAN busses, store data to SD card and flash, etc. The 2 STM32H7A3 communicate via internal SPI ports.
BR GS