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.
In the sections below we will cover useful features, topics of general interest for TouchGFX implementers and other good advise on how to improve your knowledge and skills on TouchGFX application development.
The sections 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 examples and demos that are included in the TouchGFX distribution.
The examples are located in
[TouchGFX install dir]\app\example
There are also some larger demo applications located in
[TouchGFX install dir]\app\demo
To run this examples and demos, launch the TouchGFX Environment shell (you should have a link on your Desktop). In the shell, type e.g.
cd /app/example/button_example make -f simulator/gcc/Makefile ./build/bin/simulator.exe
You will find the application code in the gui/ folder and you will find project files (Visual Studio, IAR and Keil) and make files for the examples in the simulator/ and target/ folders.
You can also deploy these to some of the target boards. Each example has a
target folder which lists the supported targets. To run the button_example on the
STM32F746G-Discovery board, type
make -f target/ST/STM32F746G-DISCO/gcc/Makefile flash
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.
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 Drawables, Coordinate System, Widgets and Containers.
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.