You have now completed the basic "Getting Started" steps either by using the TouchGFX Designer to create your application or by manually creating the application from scratch in code. Either way you are now ready to continue exploring the possibilities of TouchGFX.
The sections below cover some of the most essential aspects of core TouchGFX issues and will serve as a good next step but do in no way cover all relevant topics. To see the complete list of articles go to our Knowledge Base.
Experiment on your own
At this point we will recommend you to simply experimenting on your own. Use what you have learned in the "Getting Started" up until now. Try to make a new application, add some widgets, create a couple of screens and so on. Simply play around trying to get a hang of the basics. If you have a supported demo board you should of course also try running your application on it.
One way to get inspiration and help is to have a look at the various examples and demos. These are available from within the Create New Application dialog in the TouchGFX Designer.
Once you have created an example project, click the Browse Code button in the lower right-hand corner of the Designer to launch an Explorer window in the application source code directory.
Introduction to Key Concepts
The Knowledge Base contains a lot of information on different TouchGFX topics. To ensure a good fundamental knowledge of TouchGFX application development you need to understand the key concepts of the framework.
The key concepts will be introduced in the subsections below. You will also find references to related articles in the Knowledge Base that offers an in-depth explanation of these concepts.
Application Templates and UI Templates
An Application Template contains all the needed files to deploy a TouchGFX UI on a certain hardware board. There is also an Application Template for deploying on the PC simulator only. Read more about these concepts here: Application Templates and UI Templates
Screens and the Model-View-Presenter Design Pattern
TouchGFX applications follow the Model-View-Presenter design pattern and uses a concept of Screens. To fully master the design and flow of your TouchGFX applications you should be familiar with these concepts which are described in this article: The Screen Concept and Model-View-Presenter
Drawables, Coordinate System, Widgets and Containers
The basic building blocks of a TouchGFX screen are the Widget and Container classes. There is a lot of standard widgets and containers included in the framework, but you can also create your own custom versions to match your exact application requirements.
Widgets, Containers and their common super class Drawable are all described in the article Key View Concepts.
The following articles are especially recommended for new users:
But in general we recommend checking out support.touchgfx.com which has an extensive knowledge base and also a community forum in case you have questions.