TouchGFX Port Architecture

Table of Contents

  1. Overview

  2. Definitions and Terminology

  3. Structural Architecture

  4. API Structure

  5. Behavioral Architecture

  6. UNA-Specific System Integration Points

  7. Application Architecture Guidelines

  8. Custom Message Communication

  9. Project Structure and Build Integration

Overview

The TouchGFX port implementation for the UNA SDK provides a comprehensive hardware abstraction layer (HAL) that seamlessly integrates the TouchGFX GUI framework into the UNA platform (see Architecture Deep Dive). This port empowers developers to create sophisticated graphical user interfaces for UNA-based applications, leveraging TouchGFX’s extensive widget library and rendering capabilities.

The implementation comprises custom HAL classes that extend TouchGFX-generated code, a robust command processor for kernel integration, and stub implementations for hardware interfaces not currently utilized in the UNA platform configuration. The port supports a 240x240 pixel display with 8-bit color depth using ABGR2222 format, software-based rendering, and button-based input handling through the UNA kernel messaging system.

Key architectural principles include:

  • Modular Design: Separation between TouchGFX framework and UNA platform specifics

  • Message-Based Communication: Asynchronous integration with the UNA kernel

  • Extensibility: Support for future hardware customizations and additional TouchGFX features

  • Performance Optimization: Efficient resource usage within platform constraints

Definitions and Terminology

  • ABGR2222: A 8-bit color format where each pixel uses 2 bits per channel (Alpha, Blue, Green, Red) for compact color representation

  • UNA Kernel: The core operating system component of the UNA platform, responsible for task scheduling, messaging, and hardware abstraction

  • Stub Implementation: A minimal, non-functional implementation of an interface, used when the corresponding hardware or feature is not available

  • Frame Buffer: A memory region storing pixel data for display rendering

  • VSync (Vertical Synchronization): Synchronization signal ensuring display updates occur at the correct refresh rate

  • HAL (Hardware Abstraction Layer): Software layer that provides a consistent interface to hardware components

  • Frontend Heap: Memory allocation system used by TouchGFX for dynamic GUI elements

  • Message Queue: A fixed-size buffer (capacity: 10 messages) for storing kernel messages in the TouchGFX command processor

Structural Architecture

Class Hierarchy

        graph TD
    A[TouchGFXGeneratedHAL] --> B[TouchGFXHAL]
    B --> C[HWButtonController]

    D[TouchGFXCommandProcessor] --> E[FixedQueue<MessageBase*, 10>]
    D --> F[Kernel Reference]

    G[OSWrappers] --> H[TouchGFXCommandProcessor]
    I[STM32DMA] --> J[Stub Implementation]
    K[STM32TouchController] --> L[Stub Implementation]
    M[TouchGFXGPIO] --> N[Stub Implementation]
    

Key Classes and Interfaces

TouchGFXHAL

The TouchGFXHAL serves as the main hardware abstraction layer, extending the TouchGFX-generated HAL to provide UNA platform-specific customizations for frame buffer management, button controller integration, and display operations.

  • Location: Libs/Source/Port/TouchGFX/TouchGFXHAL.cpp, Libs/Header/SDK/Port/TouchGFX/TouchGFXHAL.hpp

  • Purpose: Main hardware abstraction layer extending TouchGFXGeneratedHAL

  • Key Responsibilities:

    • Frame buffer management and allocation

    • Button controller integration

    • Display initialization and configuration

    • Interrupt handling (delegated to generated HAL)

    • Frame synchronization and flushing

TouchGFXCommandProcessor

The TouchGFXCommandProcessor acts as the central command processor and lifecycle manager, implementing a singleton pattern to handle kernel message processing, GUI lifecycle management, and frame synchronization.

Renamed. The class is SDK::GuiCommandProcessor (Libs/Header/SDK/Port/GuiCommandProcessor.hpp, Libs/Source/Port/GuiCommandProcessor.cpp): it has no TouchGFX dependency and the LVGL port uses it unchanged. SDK::TouchGFXCommandProcessor remains as an alias, and the old header and source paths keep working, so the rest of this document still applies under the old name.

  • Location: Libs/Source/Port/GuiCommandProcessor.cpp, Libs/Header/SDK/Port/GuiCommandProcessor.hpp (aliases: Libs/Source/Port/TouchGFX/TouchGFXCommandProcessor.cpp, Libs/Header/SDK/Port/TouchGFX/TouchGFXCommandProcessor.hpp)

  • Purpose: Central command processor and lifecycle manager (singleton pattern)

  • Key Responsibilities:

    • Kernel message processing and routing

    • GUI lifecycle management (start/stop/resume/suspend)

    • Button event handling and translation

    • Custom message routing

    • Frame synchronization via VSync

    • Display update message sending

HWButtonController

The HWButtonController provides button input handling for TouchGFX, sampling button states from the command processor and translating UNA button events to TouchGFX key codes through polled input handling.

  • Location: Libs/Source/Port/TouchGFX/TouchGFXHAL.cpp (nested class)

  • Purpose: Button input controller for TouchGFX

  • Key Responsibilities:

    • Sampling button states from command processor

    • Translating UNA button events to TouchGFX key codes

    • Polled input handling

Generated and Stub Classes

  • TouchGFXGeneratedHAL: Base HAL implementation generated by TouchGFX tools

  • OSWrappers: Operating system abstraction layer bridging TouchGFX to UNA kernel

  • STM32DMA: DMA interface (stub implementation - not supported)

  • STM32TouchController: Touch input controller (stub implementation - not implemented)

  • TouchGFXGPIO: GPIO interface (stub implementation - not utilized)

Data Structures

  • Frame Buffer: Static uint8_t sFrameBuffer[57600] (240Γ—240Γ—1 byte/pixel)

  • Active Buffer Pointer: uint8_t* spActiveBuffer

  • Flush Request Flag: bool sFlushBufferReq

  • Button Queue: FixedQueue<uint8_t, 16> mButtonCodes (one physical press expands to press/click/release, several of which can arrive between two GUI ticks)

  • Message Queue: FixedQueue<MessageBase*, 10> mUserQueue for custom messages

  • Kernel Reference: Direct access to UNA kernel for messaging

API Structure

Public Interfaces

TouchGFXHAL

The TouchGFXHAL class extends the TouchGFX-generated HAL to provide UNA platform-specific customizations, including frame buffer management, button controller integration, and display initialization.

class TouchGFXHAL : public TouchGFXGeneratedHAL {
public:
    TouchGFXHAL(DMA_Interface& dma, LCD& display, TouchController& tc, uint16_t width, uint16_t height);
    virtual void initialize();
    virtual void disableInterrupts();
    virtual void enableInterrupts();
    virtual void configureInterrupts();
    virtual void enableLCDControllerInterrupt();
    virtual bool beginFrame();
    virtual void endFrame();
    virtual void flushFrameBuffer();
    virtual void flushFrameBuffer(const Rect& rect);
    virtual bool blockCopy(void* dest, const void* src, uint32_t numBytes);

protected:
    virtual uint16_t* getTFTFrameBuffer() const;
    virtual void setTFTFrameBuffer(uint16_t* adr);
};

TouchGFXCommandProcessor

The TouchGFXCommandProcessor serves as a singleton managing global GUI state, handling kernel message processing, lifecycle management, and button event translation.

class TouchGFXCommandProcessor {
public:
    static TouchGFXCommandProcessor& GetInstance();
    void setAppLifeCycleCallback(IGuiLifeCycleCallback* cb);
    void setCustomMessageHandler(ICustomMessageHandler* h);
    bool waitForFrameTick();
    bool getKeySample(uint8_t& key);
    void writeDisplayFrameBuffer(const uint8_t* data);
    void callCustomMessageHandler();
};

Configuration Functions

The port provides initialization functions for setting up the TouchGFX framework, registering resources, and establishing the main GUI task entry point: main.cpp

  • touchgfx_init(): Initializes TouchGFX framework, registers resources

  • touchgfx_taskEntry(): Main GUI task entry point (infinite loop)

  • touchgfx_components_init(): Component initialization (currently empty)

Key Relationships

  • TouchGFXHAL extends TouchGFXGeneratedHAL for UNA-specific customizations

  • TouchGFXCommandProcessor acts as a singleton managing global GUI state

  • HWButtonController polls TouchGFXCommandProcessor for input

  • OSWrappers delegates VSync waiting to TouchGFXCommandProcessor

  • Generated classes provide minimal base implementations with stub functionality

Design Patterns

Singleton Pattern

  • TouchGFXCommandProcessor: Ensures single instance managing global GUI state

  • Provides centralized access to command processing and lifecycle management

Adapter Pattern

  • TouchGFXHAL: Adapts TouchGFX HAL interface to UNA platform specifics

  • HWButtonController: Translates UNA button events to TouchGFX input system

Template Method Pattern

  • TouchGFXHAL overrides specific methods while delegating others to generated base class

  • Enables customization of key behaviors while maintaining framework compatibility

Observer Pattern

  • Event Listeners: HAL registers with TouchGFX Application for framework events

  • Lifecycle Callbacks: Command processor notifies registered callbacks of state changes

Bridge Pattern

  • OSWrappers: Bridges TouchGFX OS requirements to UNA kernel primitives

  • Separates platform-specific OS operations from framework logic

Behavioral Architecture

Initialization Flow

        sequenceDiagram
    participant Kernel
    participant App
    participant TouchGFX
    participant HAL

    Kernel->>App: Launch GUI Application
    App->>TouchGFX: touchgfx_init()
    TouchGFX->>TouchGFX: Register resources (bitmaps, fonts, texts)
    TouchGFX->>HAL: TouchGFXHAL::initialize()
    HAL->>HAL: Parent HAL initialization
    HAL->>HAL: Enable frame rate compensation
    HAL->>HAL: Register event listener
    HAL->>HAL: Allocate frame buffer (static 240x240)
    HAL->>HAL: Initialize button controller
    TouchGFX->>App: Initialization complete
    App->>TouchGFX: touchgfx_taskEntry() - infinite loop
    
  1. Application Startup: UNA kernel launches the GUI application process

  2. TouchGFX Initialization: Framework configuration including resource registration and HAL setup

    • touchgfx_init() configures the framework

    • Bitmap database, text resources, and font providers are registered

    • Frontend heap is initialized for dynamic allocations

    • HAL is initialized via TouchGFXHAL::initialize()

  3. HAL Setup: Hardware abstraction layer initialization with frame buffer allocation and controller configuration

    • Parent generated HAL initialization

    • Frame rate compensation enabled for smooth rendering

    • Event listener registered with TouchGFX Application

    • Static frame buffer allocated (240Γ—240Γ—1 byte)

    • Button controller initialized and configured

Rendering Flow

        sequenceDiagram
    participant TouchGFX
    participant HAL
    participant CmdProc
    participant Kernel
    participant Display

    TouchGFX->>HAL: beginFrame()
    TouchGFX->>TouchGFX: Widget rendering to frame buffer
    TouchGFX->>HAL: flushFrameBuffer()
    HAL->>HAL: Set flush request flag
    HAL->>HAL: Call generated HAL flush
    TouchGFX->>HAL: endFrame()
    HAL->>CmdProc: writeDisplayFrameBuffer() if flush requested
    CmdProc->>Kernel: Send RequestDisplayUpdate message
    Kernel->>Display: Update display hardware
    
  1. Frame Start: HAL::beginFrame() prepares for rendering

  2. Drawing Operations: TouchGFX widgets render directly to the frame buffer

  3. Frame Flush: TouchGFXHAL::flushFrameBuffer() is called

    • Sets internal flush request flag

    • Delegates to generated HAL for framework notification

  4. Display Update: Command processor sends display update message to kernel

  5. Frame End: HAL::endFrame() completes the frame cycle

Input Handling

        sequenceDiagram
    participant HW
    participant Kernel
    participant CmdProc
    participant ButtonCtrl
    participant TouchGFX

    HW->>Kernel: Button press/click/release event
    Kernel->>CmdProc: EVENT_BUTTON message
    CmdProc->>CmdProc: Map (button id, event) to key code
    CmdProc->>CmdProc: Enqueue into mButtonCodes
    TouchGFX->>ButtonCtrl: sample() call (once per frame)
    ButtonCtrl->>CmdProc: getKeySample()
    CmdProc->>ButtonCtrl: Pop and return next key code
    ButtonCtrl->>TouchGFX: Key event
    
  1. Button Events: Hardware button press/click/release generate kernel EVENT_BUTTON messages

  2. Event Processing: Command processor receives and processes button events

  3. Key Mapping: (button id, event) is translated to a printable TouchGFX key code (see SDK/GUI/Button.hpp):

    button

    click

    press

    release

    SW1 (L1)

    β€˜1’

    β€˜q’

    β€˜a’

    SW2 (R1)

    β€˜3’

    β€˜e’

    β€˜d’

    SW3 (L2)

    β€˜2’

    β€˜w’

    β€˜s’

    SW4 (R2)

    β€˜4’

    β€˜r’

    β€˜f’

    Codes are printable ASCII so the simulator can inject them from the keyboard. LONG_PRESS/HOLD_* are not forwarded: a screen derives long press from the press/release pair with its own timing.

  4. Sampling: HWButtonController::sample() pops the next queued code via getKeySample(); the queue avoids losing codes when several arrive in one frame

Lifecycle Management

        stateDiagram-v2
    [*] --> Starting
    Starting --> Running: onStart() callback
    Running --> Suspended: COMMAND_APP_GUI_SUSPEND
    Suspended --> Running: COMMAND_APP_GUI_RESUME
    Running --> [*]: COMMAND_APP_STOP
    note right of Running : EVENT_GUI_TICK triggers onFrame()
    
  1. Start: onStart() callback invoked on first frame tick

  2. Resume/Suspend: Handled via kernel commands with corresponding callbacks

  3. Stop: onStop() callback executed, application terminates

  4. Frame Ticks: EVENT_GUI_TICK messages trigger onFrame() callbacks for rendering

Data Flows

Rendering Data Flow

TouchGFX Widgets β†’ Frame Buffer (uint8_t[57600]) β†’ flushFrameBuffer() β†’ Display Update Message β†’ Kernel β†’ Display Hardware

Input Data Flow

Hardware Buttons β†’ Kernel β†’ EVENT_BUTTON Message β†’ TouchGFXCommandProcessor.mButtonCodes (queue) β†’ HWButtonController β†’ TouchGFX Key Events

Lifecycle Data Flow

Kernel Commands (START/STOP/RESUME/SUSPEND) β†’ TouchGFXCommandProcessor β†’ Lifecycle Callbacks β†’ TouchGFX Application

VSync Synchronization

Kernel β†’ EVENT_GUI_TICK Message β†’ TouchGFXCommandProcessor.waitForFrameTick() β†’ OSWrappers.waitForVSync() β†’ TouchGFX Frame Processing

Advanced Configuration

  • Custom Message Handling: Implement ICustomMessageHandler for application-specific messages

  • Button Mapping: Modify TouchGFXCommandProcessor::handleEvent() for custom key mappings

  • Display Parameters: Adjust frame buffer size in TouchGFXHAL.cpp if display resolution changes. Note that the buffer cannot be adjusted on the fly as it is statically allocated. The display size parameters are intended to verify that the application has correctly set the size and may support multiple display options in the future. Note that the buffer cannot be adjusted on the fly as it is statically allocated. The display size parameters are intended to verify that the application has correctly set the size and may support multiple display options in the future.

Error Handling and Debugging

Common Issues and Troubleshooting

Issue

Symptoms

Solution

GUI not starting

Application hangs on startup

Check kernel messaging setup, verify TouchGFX resources

Display not updating

Screen remains blank

Verify frame buffer allocation, check display update messages

Button input not working

Buttons don’t respond

Check button mapping in handleEvent(), verify kernel button events

Memory allocation failures

Application crashes

Ensure sufficient heap space for TouchGFX allocations

Frame rate issues

Jerky animation

Check VSync timing, verify EVENT_GUI_TICK frequency

Debugging Techniques

  • Logging: Enable debug logging in TouchGFXCommandProcessor for message flow tracing

  • Frame Buffer Inspection: Add debug output to inspect frame buffer contents

  • Message Queue Monitoring: Track queue usage to detect overflow conditions

  • Performance Profiling: Implement profiling methods to measure the percentage of time the app spends sleeping while waiting for messages, such as tracking sleep durations in the message loop.

Error Codes and Messages

  • Queue Full: Custom message queue reaches capacity (10 messages) - oldest message is failed, answered and released (see Queue Lifetime)

  • Invalid Message Type: Unknown kernel message received - failed, answered and released, with nothing logged

  • Display Update Failure: Frame buffer write fails - check kernel communication

Extensibility and Customization Guide

Adding Future Hardware Support

  1. Extend HAL: Create custom HAL class inheriting from TouchGFXHAL

  2. Implement Interfaces: Override methods for new hardware (e.g., DMA, touch)

  3. Update Stubs: Replace stub implementations with functional code

Custom Message Handling

Custom messages are handled through a queue due to the peculiarities of the TouchGFX frame cycle. All user events that affect the state of screens or their switching must occur between the beginning and end of the frame, that is, when we are NOT in TouchGFXCommandProcessor::waitForFrameTick(). Therefore, direct calls to mCustomMessageHandler->customMessageHandler(msg) are not used; instead, messages are queued and processed at the appropriate time.

// The Model is the usual handler: it is constructed before the first frame,
// which is what makes the registration early enough.
class Model : public SDK::Interface::ICustomMessageHandler {
public:
    Model() {
        SDK::GuiCommandProcessor::GetInstance().setCustomMessageHandler(this);
    }

    bool customMessageHandler(SDK::MessageBase* msg) override {
        switch (msg->getType()) {
            case CustomMessage::HEART_RATE_UPDATE:
                // Copy out what you need; do not keep msg.
                return true;
            default:
                return false;   // not ours -- reported to the sender as FAIL
        }
    }
};

Queue Lifetime

The queue holds ten messages, and applies to the LVGL port as well β€” it lives in the toolkit-neutral GuiCommandProcessor, not in the TouchGFX layer.

Three things dispose of a custom message besides the handler:

  • No handler registered yet: a custom message popped before the GUI has called setCustomMessageHandler() is never queued at all β€” it is failed, answered and released immediately, with nothing logged. Register in the Model constructor, as the shipping apps do: that runs before the first pop, so the standard layout cannot hit this. Defer registration to a screen’s setup and you lose whatever arrived before it.

  • Full queue: the oldest message is evicted to make room. It is failed (MessageResult::FAIL), answered and released, and a warning is logged, so a sender waiting on it is not left hanging. The newest message always enters the queue.

    β€œAnswered” only reaches a sender that asked for one: sendResponse is a no-op unless the message was sent with a non-zero timeout, which send_msg does not do. The case it matters for is the blocking one β€” a service that sends with a timeout to a suspended GUI can wait up to that timeout per message, because nothing drains the queue until the GUI resumes. Eviction is what cuts the wait short: a message answered on its way out returns to its sender immediately, and only a message that is neither handled nor evicted waits the whole timeout.

    Note a send timeout is not a wait for queue space. The push always uses a short fixed timeout of its own; your timeout governs how long you then wait for a response. A send that times out has been queued either way β€” but by the time it returns the message may still be waiting, already be in the handler, or have been evicted by the sends behind it. The timeout tells you only that no answer came back.

  • App stop: on COMMAND_APP_STOP everything still queued is failed, answered and released, before onStop() runs β€” so onStop() can still send if it needs to.

The handler does not own the message and must not release it. The framework releases after customMessageHandler() returns, whether you handled the message or returned false. Copy out what you need before returning; do not store the pointer, and do not call releaseMessage() on it.

The framework takes no reference of its own when it queues the message. The one it releases after you return is the single reference the GUI process took when it popped the message β€” the same one you were handed. So releasing it yourself is a double release: two references, three releases. It always ends with the block back in the pool while somebody still holds a pointer to it β€” only the order changes.

Fire-and-forget: the sender let go as soon as it sent, so your release takes the count to zero inside your handler. The message is destroyed and the block returned, and the framework then sets a result on it and releases it a second time β€” decrementing a block that is free, or that already belongs to a different message, which is then destroyed under its owner.

Sent with a timeout: the sender is blocked and still holds its reference, so the count is 2 while your handler runs. Your release takes it to 1, and then either thread can finish first. If the framework does, it takes the count to 0, deletes the completion semaphore and returns the block, and the waking sender releases something already in the pool. If the sender does, it frees the block and the framework’s release lands on one that has since moved on.

There is no version of this where the block merely leaks.

Your return value is the sender’s result: false becomes MessageResult::FAIL for anyone who sent with a timeout. Returning false for β€œnot my message type” is the normal pattern, so a sender that waits should not read FAIL as an error unless it knows the type was its own.

Note the asymmetry with the service side: a service popping messages in its own loop must release each one. Only the GUI’s custom message handler is non-owning.

Eviction matters most when the GUI is suspended, because the frame tick stops and with it the handler. Custom messages sent by the service then pile up, and past ten the oldest are dropped. The service is not told that the GUI is suspended. So make a message that carries state a self-contained snapshot rather than a delta β€” on resume the handler sees only the last ten, and a delta stream that lost its early entries cannot be reconstructed, whereas a snapshot is simply current.

That is a rule about state, and it does not rescue a message that carries an action. A dropped WorkoutCommand is not superseded by the next one; the action simply never happens, and no snapshot can perform it after the fact. A command the app cannot afford to lose needs the GUI to say it arrived β€” see Timeouts for what that does and does not buy you.

Snapshots alone are not enough once you have more than one message type. Eviction is by arrival order and blind to type, so ten heart-rate snapshots will evict the single settings message sent while the face was away, and no later snapshot brings it back. Have the GUI re-request what it needs on resume β€” see the Refresh pattern in Writing a Clockface.

Button Customization

Modify TouchGFXCommandProcessor::handleEvent() to change key mappings for custom button handling. Note that adding new physical buttons is unlikely, but users can adjust key mappings for their convenience. Note that adding new physical buttons is unlikely, but users can adjust key mappings for their convenience.

Display Configuration

Adjust skWidth, skHeight, and skBufferSize in TouchGFXHAL.cpp for different display sizes.

UNA-Specific System Integration Points

The UNA SDK extends standard TouchGFX with comprehensive system integration capabilities that enable seamless operation within the UNA platform ecosystem. These integration points provide the foundation for building sophisticated embedded applications with proper lifecycle management, inter-process communication, and resource coordination.

Overall Architecture Characteristics

Hardware Configuration

  • Display: 240Γ—240 pixels, 8-bit color (ABGR2222 format)

  • Frame Buffer: Single static buffer, software rendering only

  • DMA: Not supported (stub implementation)

  • Touch Input: Not implemented (stub controller)

  • GPIO: Not utilized (stub implementation)

Performance Characteristics

  • Rendering: Software-based, no hardware acceleration available yet.

  • Memory Usage: ~57.6 KB static frame buffer + dynamic allocations

  • Synchronization: Kernel-driven VSync via messaging system

  • Input Handling: Polled button sampling, no interrupt-driven input

  • Threading Model: Single-threaded GUI execution

Integration Approach

  • Kernel Integration: Asynchronous message-based communication

  • Lifecycle Management: Command processor handles complete application lifecycle

  • Threading: Single-threaded execution within GUI task

  • Resource Management: Frontend heap for TouchGFX dynamic allocations

Extensibility Features

  • Custom Messages: Support for application-specific kernel messages via queue

  • Lifecycle Callbacks: Configurable start/stop/resume/suspend event handlers

  • Hardware Abstraction: Modular HAL design enables platform customization

  • Stub Architecture: Easy replacement of non-implemented features

Limitations and Constraints

  • No Hardware Acceleration: Software rendering limits performance for complex UIs

  • No Touch Support: Button-only input, no gesture recognition

  • No DMA: Memory copies use CPU, potential bottleneck for large transfers

  • Single Buffer: No double buffering, may cause tearing if not synchronized properly

  • Fixed Resolution: Currently optimized for 240Γ—240 displays only

Core Integration Components

TouchGFXCommandProcessor

The TouchGFXCommandProcessor serves as a singleton command processor that acts as the central hub for UNA kernel integration, providing asynchronous message-based communication, lifecycle event handling, and frame buffer update coordination.

  • Location: Libs/Source/Port/GuiCommandProcessor.cpp, Libs/Header/SDK/Port/GuiCommandProcessor.hpp. TouchGFXCommandProcessor is a using alias kept for source compatibility; the class is shared with the LVGL port.

  • Purpose: Singleton command processor that serves as the central hub for UNA kernel integration

  • Key Features:

    • Asynchronous message-based communication with UNA kernel

    • Fixed-size message queue (capacity: 10 messages) for custom application messages

    • Lifecycle event handling (start/stop/resume/suspend)

    • Button event processing and sampling

    • Frame buffer update coordination

Technical Implementation Details:

// Singleton instance management
TouchGFXCommandProcessor& TouchGFXCommandProcessor::GetInstance() {
    static TouchGFXCommandProcessor sInstance;
    return sInstance;
}

// Message processing loop (simplified)
bool GuiCommandProcessor::waitForFrameTick() {
    while (true) {
        SDK::MessageBase* msg = nullptr;
        if (!mKernel.comm.getMessage(msg)) {
            continue; // Block until message available
        }

        switch (msg->getType()) {
            case SDK::MessageType::EVENT_GUI_TICK:
                // Process frame tick
                if (mAppLifeCycleCallback) {
                    mAppLifeCycleCallback->onFrame();
                }
                return false; // Allow TouchGFX to render
            // ... other message types
        }
    }
}

Kernel Message Processing

Message Structure Details: The port handles various kernel message types for lifecycle management, input processing, and display updates, providing seamless integration between TouchGFX and the UNA kernel messaging system.

EventButton Message Structure:

// From Libs/Header/SDK/Messages/CommandMessages.hpp:462-501
struct EventButton : public MessageBase {
    enum class Id : uint8_t {
        SW1 = 0, SW2, SW3, SW4  // Physical button identifiers
    };

    enum class Event : uint8_t {
        PRESS = 0, RELEASE, CLICK, LONG_PRESS, HOLD_1S, HOLD_5S, HOLD_10S
    };

    uint32_t timestamp;  // Event timestamp
    Id id;              // Which button (SW1-SW4)
    Event event;        // Event type (CLICK used for TouchGFX)
};

Button Mapping Implementation:

// From Libs/Source/Port/GuiCommandProcessor.cpp
void TouchGFXCommandProcessor::handleEvent(SDK::Message::EventButton* msg) {
    if (!mIsGuiResumed) {
        return;
    }

    using Event = SDK::Message::EventButton::Event;

    ButtonCodes codes;                       // click/press/release for this button
    if (!getButtonCodes(msg->id, codes)) {
        return;
    }

    uint8_t code = 0;
    switch (msg->event) {
        case Event::CLICK:   code = codes.click;   break;
        case Event::PRESS:   code = codes.press;   break;
        case Event::RELEASE: code = codes.release; break;
        default: return;                     // LONG_PRESS/HOLD_* not forwarded
    }

    if (!mButtonCodes.push(code)) {          // drop oldest if the queue is full
        mButtonCodes.pop();
        mButtonCodes.push(code);
    }
}

RequestDisplayUpdate Message Structure:

// From Libs/Header/SDK/Messages/CommandMessages.hpp:293-306
struct RequestDisplayUpdate : public MessageBase {
    const uint8_t* pBuffer;  // Pointer to 240x240x1 byte frame buffer
    int16_t x, y;            // Update region (unused, always full screen)
    int16_t width, height;   // Region size (unused, always 0 for full update)

    RequestDisplayUpdate()
        : MessageBase(MessageType::REQUEST_DISPLAY_UPDATE)
        , pBuffer(nullptr), x(0), y(0), width(0), height(0) {}
};

Frame Buffer Update Implementation:

// From Libs/Source/Port/GuiCommandProcessor.cpp
void GuiCommandProcessor::writeDisplayFrameBuffer(const uint8_t* data) {
    if (!data || !mIsGuiResumed) {
        return;  // Don't update if suspended or invalid data
    }

    auto* msg = mKernel.comm.allocateMessage<SDK::Message::RequestDisplayUpdate>();
    if (msg) {
        msg->pBuffer = data;  // Pass frame buffer pointer
        mKernel.comm.sendMessage(msg, 1000);  // Send with 1s timeout
        mKernel.comm.releaseMessage(msg);
    }
}
  • Message Types Handled:

    • COMMAND_APP_STOP: Graceful application termination with cleanup

    • EVENT_GUI_TICK: Frame synchronization and rendering triggers

    • EVENT_BUTTON: Physical button input processing (SW1-SW4 mapping)

    • COMMAND_APP_GUI_RESUME/SUSPEND: GUI state management

    • Custom application-specific messages via extensible queue system

  • Integration: Direct kernel communication through SDK::Kernel interface

Hardware Abstraction Layer Extensions

The custom HAL implementation provides kernel-driven frame buffer management, button controller integration, and VSync synchronization to ensure proper display updates and input handling within the UNA platform.

  • Custom HAL Implementation: Libs/Source/Port/TouchGFX/TouchGFXHAL.cpp:67-87

    • Kernel-driven frame buffer flushing via writeDisplayFrameBuffer()

    • Button controller integration with kernel message sampling

    • Static frame buffer allocation (57.6 KB for 240Γ—240Γ—8-bit)

    • VSync synchronization through kernel messaging

HAL Frame Buffer Management:

// From Libs/Source/Port/TouchGFX/TouchGFXHAL.cpp:53-64
static const int16_t skWidth = 240;
static const int16_t skHeight = 240;
static const uint32_t skBufferSize = skWidth * skHeight;  // 57,600 bytes

static uint8_t sFrameBuffer[skBufferSize];  // Static allocation
static uint8_t* spActiveBuffer;
static bool sFlushBufferReq;

// Frame buffer initialization
void TouchGFXHAL::initialize() {
    HAL::initialize();
    spActiveBuffer = sFrameBuffer;
    setFrameBufferStartAddresses((void*)spActiveBuffer, nullptr, nullptr);
}

Flush Mechanism: The HAL implements a deferred flush mechanism that coordinates frame buffer updates with the kernel display system, ensuring efficient rendering and display synchronization.

// From Libs/Source/Port/TouchGFX/TouchGFXHAL.cpp:128-142
void TouchGFXHAL::flushFrameBuffer(const touchgfx::Rect& rect) {
    sFlushBufferReq = true;  // Set flag for endFrame()
    TouchGFXGeneratedHAL::flushFrameBuffer(rect);
}

// From Libs/Source/Port/TouchGFX/TouchGFXHAL.cpp:203-216
void TouchGFXHAL::endFrame() {
    if (sFlushBufferReq) {
        // Send frame buffer to kernel for display
        SDK::TouchGFXCommandProcessor::GetInstance()
            .writeDisplayFrameBuffer(spActiveBuffer);
        sFlushBufferReq = false;
    }
    TouchGFXGeneratedHAL::endFrame();
}

Operating System Wrappers

The OS wrappers provide the bridge between TouchGFX OS requirements and UNA kernel primitives, handling VSync synchronization, task scheduling, and timing operations.

VSync Implementation:

// From Libs/Source/Port/TouchGFX/generated/OSWrappers.cpp:105-108
void OSWrappers::waitForVSync() {
    // Delegate to command processor message loop
    SDK::TouchGFXCommandProcessor::GetInstance().waitForFrameTick();
}

Application Lifecycle Management

Lifecycle Callbacks

The port provides lifecycle callback interfaces that enable applications to respond to GUI state changes, including start, stop, resume, suspend, and frame events for proper application management.

  • Interface: SDK::Interface::IGuiLifeCycleCallback

  • Events:

    • onStart(): Called once when GUI application begins

    • onStop(): Called during application termination for cleanup

    • onResume(): GUI reactivation after suspension

    • onSuspend(): GUI deactivation

    • onFrame(): Called each frame for application logic

Lifecycle State Machine:

// From Libs/Source/Port/GuiCommandProcessor.cpp
GuiCommandProcessor::GuiCommandProcessor()
    : mKernel(SDK::KernelProviderGUI::GetInstance().getKernel())
    , mStartCallbackCalled(false)
    , mIsGuiResumed(false)
    , mAppLifeCycleCallback(nullptr)
    , mCustomMessageHandler(nullptr) {}

Custom Message Handling

The port supports custom message handling interfaces that allow applications to process application-specific kernel messages through a dedicated message queue system.

  • Interface: SDK::Interface::ICustomMessageHandler

  • Purpose: Enables application-specific kernel message processing

  • Implementation: customMessageHandler() method for processing queued messages

Message Queue Implementation:

// From Libs/Header/SDK/Port/GuiCommandProcessor.hpp
SDK::Tools::FixedQueue<SDK::MessageBase*, 10> mUserQueue {};

// Queue processing in message loop
void GuiCommandProcessor::callCustomMessageHandler() {
    while (!mUserQueue.empty()) {
        auto v = mUserQueue.pop();
        if (v) {
            auto msg = *v;
            bool result = false;
            if (mCustomMessageHandler) {
                result = mCustomMessageHandler->customMessageHandler(msg);
            }
            // Send response back to kernel
            msg->setResult(result ? SUCCESS : FAIL);
            mKernel.comm.sendResponse(msg);
            mKernel.comm.releaseMessage(msg);
        }
    }
}

Performance Implications and Optimizations

Memory Management

  • Static Frame Buffer: 57.6 KB pre-allocated to avoid heap fragmentation

  • Fixed Message Queue: 10-message capacity prevents unbounded growth

  • Frontend Heap: TouchGFX avoids dynamic allocations out of the box, with screens created in pre-allocated buffers. The kernel tracks and cleans up user-created dynamic allocations to prevent leaks.

Performance Characteristics:

  • Frame Rate: Limited by kernel tick frequency (typically 30-60 FPS)

  • CPU Usage: Software rendering + message processing overhead

  • Memory Footprint: ~64 KB total (frame buffer + TouchGFX overhead)

  • Latency: Button input delayed by message processing (~1-2ms). Additionally, buttons are processed through a 50-60ms debounce filter and react only upon release.

Synchronization Optimizations

  • Kernel-Driven VSync: Eliminates polling, reduces power consumption

  • Display Updates: Frame buffer submission blocks until the kernel has taken the frame (1 s timeout)

  • Message Prioritization: Currently, there is no explicit prioritization except for lifecycle events, which use an additional queue separate from user events.

Error Handling and Recovery

  • Queue Overflow Protection: Oldest message failed, answered and released (see Queue Lifetime)

  • Timeout Handling: Display update messages have 1-second timeout

  • Graceful Degradation: GUI suspends on communication failures

Additional Integration Points

Memory Management Integration

  • Frontend Heap Monitoring: Integration with UNA memory tracking

  • Resource Cleanup: Automatic cleanup on application termination

  • Leak Prevention: Static allocations avoid dynamic memory issues

Error Handling and Diagnostics

  • Message Logging: All kernel communications logged for debugging

  • State Validation: GUI state checked before processing messages

  • Recovery Mechanisms: Automatic resume after transient failures

Power Management Integration

  • Suspend/Resume Handling: Proper power state transitions

  • Display Control: Backlight and display power managed by kernel

  • Idle Detection: TouchGFX animations paused during suspend

Application Architecture Guidelines

This section provides comprehensive guidelines for developing TouchGFX applications within the UNA SDK framework, ensuring optimal performance, maintainability, and integration with the platform’s architecture.

Application Structure Best Practices

MVP Pattern Implementation

The UNA SDK enforces a strict Model-View-Presenter (MVP) pattern for TouchGFX applications:

// Model: Business logic and data management
class Model : public ModelListener {
public:
    void updateHeartRate(uint16_t bpm) {
        mHeartRate = bpm;
        modelListener->notifyHeartRateChanged(bpm);
    }
private:
    uint16_t mHeartRate;
};

// View: UI rendering and user interaction
class MainView : public MainViewBase {
public:
    void handleKeyEvent(uint8_t key) override {
        presenter->handleButtonPress(key);
    }
    void updateHeartRate(uint16_t bpm) {
        // Update UI elements
        heartRateText.setWildcard(bpm);
        heartRateText.invalidate();
    }
};

// Presenter: Coordination between Model and View
class MainPresenter : public Presenter, public ModelListener {
public:
    void handleButtonPress(uint8_t key) {
        switch (key) {
            case '1': model->startMeasurement(); break;
            case '2': model->stopMeasurement(); break;
        }
    }
    void notifyHeartRateChanged(uint16_t bpm) override {
        view.updateHeartRate(bpm);
    }
};

Key Principles:

  • Model Independence: Models should not reference View or Presenter classes

  • Single Responsibility: Each class has one clear purpose

  • Interface Segregation: Use interfaces for communication between layers

  • Testability: MVP enables unit testing of business logic

Screen Management

  • Screen Inheritance: All screens inherit from generated *ViewBase classes

  • Resource Management: Initialize UI elements in setupScreen(), clean up in tearDownScreen()

  • State Persistence: Use Model for data that survives screen transitions

  • Transition Coordination: Presenters handle screen switching logic

Performance Optimization Guidelines

Memory Management

  • Static Allocations: Prefer static frame buffer over dynamic allocation

  • Pool Allocation: Use TouchGFX’s internal memory pools for widgets

  • Resource Sharing: Reuse bitmap and font resources across screens

  • Heap Monitoring: Track memory usage during development

Rendering Optimization

  • Invalidate Strategically: Only invalidate areas that actually change

  • Batch Updates: Group multiple UI changes before invalidating

  • Layer Management: Use containers to organize complex hierarchies

  • Animation Performance: Limit concurrent animations, use efficient easing

Input Handling Optimization

  • Debounced Input: Leverage UNA kernel’s button debouncing

  • Event Filtering: Process only relevant input events

  • State Machines: Use state machines for complex input sequences

  • Feedback Timing: Provide immediate visual feedback for user actions

Integration Patterns

Service Layer Communication

// In Service (Backend)
bool Service::sendHeartRateUpdate(uint16_t bpm) {
    return SDK::send_msg<HeartRateMessage>(*kernel, bpm, getCurrentTime());
}

// In Model (GUI). Returns bool: it becomes the sender's MessageResult, and
// false for "not my type" is the normal answer. Do not release msg -- the
// framework does that when this returns.
bool Model::customMessageHandler(SDK::MessageBase* msg) {
    if (msg->getType() == CustomMessage::HEART_RATE_UPDATE) {
        auto* hrMsg = static_cast<CustomMessage::HeartRateMessage*>(msg);
        updateHeartRate(hrMsg->bpm);     // copy out; the message is gone after this
        return true;
    }
    return false;
}

Kernel Message Patterns

  • Real-time Updates: Use custom messages for sensor data

  • Command Responses: Implement request-response for configuration

  • Lifecycle Events: Handle suspend/resume appropriately

  • Error Propagation: Forward service errors to UI

Resource Management

  • Asset Organization: Group related resources in TouchGFX Designer

  • Conditional Loading: Load resources based on application state

  • Cleanup Procedures: Ensure proper resource release on app termination

  • Version Compatibility: Handle asset updates gracefully

Development Workflow

TouchGFX Designer Integration

  1. Design Phase: Create screens and interactions in TouchGFX Designer

  2. Code Generation: Generate base classes automatically

  3. Customization: Extend generated classes with UNA-specific logic

  4. Testing: Validate on simulator before hardware testing

Build and Deployment

  • Incremental Builds: Use CMake for efficient rebuilds

  • Asset Processing: TouchGFX tools convert images and fonts automatically

  • Binary Packaging: UNA tools create deployable application packages

  • Version Management: Track GUI and service versions separately

Common Pitfalls and Solutions

Memory Issues

  • Symptom: Application crashes or displays corrupted graphics

  • Cause: Insufficient heap space or memory leaks

  • Solution: Monitor memory usage, reduce bitmap sizes, optimize allocations

Performance Problems

  • Symptom: Jerky animations or slow response times

  • Cause: Excessive invalidations or complex rendering

  • Solution: Profile rendering, reduce overdraw, optimize update frequency

Input Lag

  • Symptom: Delayed response to button presses

  • Cause: Blocking operations in event handlers

  • Solution: Move heavy processing to background threads, use async patterns

State Synchronization

  • Symptom: UI shows stale data or inconsistent state

  • Cause: Race conditions between service and GUI updates

  • Solution: Use proper message sequencing, implement state validation

Custom Message Communication

The UNA SDK provides sophisticated custom message communication capabilities that enable rich interaction between the GUI frontend and service backend, supporting real-time data updates, command execution, and event-driven programming.

Message Architecture Overview

Message Types and Flow

        graph TD
    A[Service Backend] --> B[Kernel Message Queue]
    B --> C[TouchGFX Command Processor]
    C --> D[Custom Message Handler]
    D --> E[Model Layer]
    E --> F[Presenter Layer]
    F --> G[View Layer]
    

Message Categories

  1. Real-time Data Updates: Sensor readings, status changes

  2. Command Execution: Configuration changes, control commands

  3. Event Notifications: System events, error conditions

  4. Lifecycle Messages: Start/stop/resume/suspend events

Implementing Custom Messages

Message Definition

// In shared header file (e.g., Commands.hpp)
namespace CustomMessage {

// `SDK::MessageType::Type` is a `uint32_t` alias, and `MessageBase` takes one directly, so
// declare the IDs as constants of that type. A scoped `enum class` would not convert
// implicitly β€” neither in the constructor below nor in a `switch (msg->getType())`.
// The IDs must lie inside 0x00000000-0x0000FFFF. Outside that range
// isApplicationSpecificMessage() is false, so the message never reaches a custom
// message handler -- it is failed and released instead.
constexpr SDK::MessageType::Type HEART_RATE_UPDATE   = 0x00000001;
constexpr SDK::MessageType::Type GPS_LOCATION_UPDATE = 0x00000002;
constexpr SDK::MessageType::Type BATTERY_STATUS      = 0x00000003;
constexpr SDK::MessageType::Type WORKOUT_START       = 0x00000004;
constexpr SDK::MessageType::Type WORKOUT_STOP        = 0x00000005;

// Message structures. pack(4) as the shipping apps do, and a static_assert
// against the largest pool -- see "Defining a Custom Message Type" in the SDK
// overview for why both belong on every message type.
#pragma pack(push, 4)

struct HeartRateMessage : public SDK::MessageBase {
    uint16_t bpm;
    uint32_t timestamp;

    HeartRateMessage(uint16_t heartRate, uint32_t time)
        : SDK::MessageBase(HEART_RATE_UPDATE)
        , bpm(heartRate), timestamp(time) {}
};

struct WorkoutCommand : public SDK::MessageBase {
    enum class Action { START, PAUSE, RESUME, STOP };
    Action command;

    explicit WorkoutCommand(Action cmd)
        : SDK::MessageBase(WORKOUT_START)
        , command(cmd) {}
};

#pragma pack(pop)

static_assert(sizeof(HeartRateMessage) <= 256,
              "must fit the largest kernel message pool");
static_assert(sizeof(WorkoutCommand) <= 256,
              "must fit the largest kernel message pool");

} // namespace CustomMessage

Service-Side Message Sending

Because each message fills its own fields in its constructor, sending one is a single call: SDK::send_msg<T>(kernel, args...) allocates the message, forwards args... to the constructor, sends it, and releases it β€” returning false if allocation or the send failed. Apps do not need a sender class of their own.

Return the bool rather than swallowing it, so the caller can decide. For periodic telemetry the caller usually ignores it β€” a dropped heart-rate sample is superseded a second later, and the example apps do exactly that. A dropped reply to a request is not self-correcting, so those sends are worth checking (see the request-response pattern below).

class FitnessService {
public:
    bool sendHeartRateUpdate(uint16_t bpm) {
        return SDK::send_msg<HeartRateMessage>(mKernel, bpm, getCurrentTime());
    }

    void handleWorkoutCommand(WorkoutCommand::Action action) {
        switch (action) {
            case WorkoutCommand::Action::START:
                startWorkoutSession();
                break;
            case WorkoutCommand::Action::STOP:
                stopWorkoutSession();
                break;
        }
    }
};

The timeout you pass to a send is not a wait for queue space. Every push uses a short fixed timeout of its own, whatever you pass; your timeout decides how long you then block waiting for the receiver to answer. send_msg passes zero, so it posts and returns without waiting for a reply β€” which is what telemetry wants.

Use SDK::make_msg<T> with an explicit timeout when you need the reply:

if (auto msg = SDK::make_msg<HeartRateMessage>(mKernel, bpm, getCurrentTime())) {
    msg.send(100);  // block up to 100 ms for a response
}

Two things to know before doing that. A send that times out has been queued regardless β€” it may still be waiting, the receiver may already be handling it, or it may have been evicted since; the timeout tells you nothing about which. Anything it points at must stay alive past your call in every one of those cases. And the send returns true on timeout β€” the result is TIMEOUT, not a failure to send. The bool and the result answer different questions, and you need both: false means the push failed and the message was never queued, which is the one case where retrying plainly makes sense; true with a TIMEOUT result means only that it was queued and no answer came back, which is not enough to tell you whether re-sending would recover the work or duplicate it.

Do not block the GUI thread on a send to the service. The GUI cannot drain its own queue while it waits, and the service may itself be blocked sending to the GUI β€” which only completes on a tick the GUI is not running. Blocking on the kernel is a different matter, and the port itself does it on every frame that redraws: the kernel’s dispatch thread always drains, and it sends to apps with a zero timeout for exactly this reason.

GUI-Side Message Handling

class FitnessModel : public ICustomMessageHandler {
public:
    bool customMessageHandler(MessageBase* msg) override {
        switch (msg->getType()) {
            case CustomMessage::HEART_RATE_UPDATE: {
                auto* hrMsg = static_cast<HeartRateMessage*>(msg);
                mCurrentHeartRate = hrMsg->bpm;
                mLastUpdateTime = hrMsg->timestamp;
                notifyHeartRateChanged();
                return true;
            }
            case CustomMessage::BATTERY_STATUS: {
                auto* battMsg = static_cast<BatteryMessage*>(msg);
                mBatteryLevel = battMsg->percentage;
                notifyBatteryChanged();
                return true;
            }
            default:
                return false; // Message not handled
        }
    }

private:
    void notifyHeartRateChanged() {
        if (modelListener) {
            modelListener->onHeartRateChanged(mCurrentHeartRate);
        }
    }
};

Advanced Message Patterns

Request-Response Pattern

constexpr SDK::MessageType::Type CONFIG_REQUEST  = 0x00000006;
constexpr SDK::MessageType::Type CONFIG_RESPONSE = 0x00000007;

// Request message
struct ConfigurationRequest : public SDK::MessageBase {
    enum class ConfigType { UNITS, THEME, ALERTS };
    ConfigType type;

    explicit ConfigurationRequest(ConfigType t)
        : SDK::MessageBase(CONFIG_REQUEST), type(t) {}
};

// Response message.
//
// The value is a fixed buffer, not a std::string: a message type must not hold
// anything that needs destruction. The kernel destroys messages non-virtually,
// so such a member would simply never be cleaned up. See "Defining a Custom
// Message Type" in the SDK overview.
struct ConfigurationResponse : public SDK::MessageBase {
    static constexpr size_t MAX_VALUE = 64;

    ConfigurationRequest::ConfigType type;
    uint8_t valueLen;
    char    value[MAX_VALUE];

    ConfigurationResponse(ConfigurationRequest::ConfigType t, const char* val)
        : SDK::MessageBase(CONFIG_RESPONSE), type(t), valueLen(0), value{}
    {
        if (val == nullptr) {
            return;                       // value[] is already zeroed
        }
        while (valueLen < (MAX_VALUE - 1) && val[valueLen] != '\0') {
            value[valueLen] = val[valueLen];
            ++valueLen;
        }
    }
};
static_assert(sizeof(ConfigurationResponse) <= 256,
              "must fit the largest kernel message pool");

// Service implementation
void Service::handleConfigRequest(ConfigurationRequest* req) {
    const char* value = getConfigurationValue(req->type);
    if (!SDK::send_msg<ConfigurationResponse>(mKernel, req->type, value)) {
        // Nothing retries this for us: the requester will block until it times out.
        Logger::error("Config response for type %d dropped", static_cast<int>(req->type));
    }
}

Bulk Data Transfer

constexpr SDK::MessageType::Type BULK_DATA_TYPE = 0x00000008;

// The chunk is sized so the whole message fits the largest kernel message pool
// (256 bytes). A larger message cannot be allocated at all: allocateMessage()
// returns nullptr and the send is dropped. The simulator allocates with a plain
// new[], so it will not show you this -- hence the static_assert.
struct BulkDataMessage : public MessageBase {
    static constexpr size_t MAX_CHUNK_SIZE = 192;

    uint32_t sequenceId;
    uint32_t totalChunks;
    uint16_t chunkSize;
    uint8_t  data[MAX_CHUNK_SIZE];

    BulkDataMessage(uint32_t seq, uint32_t total, const uint8_t* chunkData, size_t size)
        : MessageBase(BULK_DATA_TYPE)
        , sequenceId(seq), totalChunks(total)
        , chunkSize(chunkData == nullptr ? 0U
                    : static_cast<uint16_t>(size < MAX_CHUNK_SIZE ? size : MAX_CHUNK_SIZE))
        , data{}
    {
        if (chunkSize > 0U) {
            memcpy(data, chunkData, chunkSize);
        }
    }
};
static_assert(sizeof(BulkDataMessage) <= 256,
              "must fit the largest kernel message pool");

Do Not Queue Messages Yourself

There is no app-side queue of MessageBase* to write. The port already holds one (see Queue Lifetime), and a second one cannot work: the framework releases each message as soon as customMessageHandler() returns, so any pointer you kept is dangling by the time you come back to it.

Keep the state, not the message:

class HeartRateView {
public:
    // Called from customMessageHandler(). Copy out and return.
    void onHeartRate(const HeartRateMessage* msg) {
        mBpm   = msg->bpm;
        mDirty = true;
    }

    // Called from the frame loop, long after the message is gone.
    void render() {
        if (mDirty) {
            mBpmLabel.setValue(mBpm);   // your own widget
            mBpmLabel.invalidate();
            mDirty = false;
        }
    }

private:
    touchgfx::TextAreaWithOneWildcard mBpmLabel;
    uint16_t mBpm = 0;
    bool     mDirty = false;
};

Message Timing and Synchronization

Frame-Synchronized Updates

Custom messages are delivered between frames, never from inside waitForFrameTick(). That is the whole reason the queue exists: everything that changes screen state has to happen while TouchGFX is not rendering.

You do not write this loop β€” the port does. The application side is one call, in the place the toolkit gives you between frames:

void FrontendApplication::handleTickEvent() {
    // Drains the queue and invokes the registered custom message handler.
    // Safe here: this runs between frames, not inside waitForFrameTick().
    SDK::GuiCommandProcessor::GetInstance().callCustomMessageHandler();

    model.tick();   // the app's own per-frame work

    FrontendApplicationBase::handleTickEvent();
}

model.tick() is not optional boilerplate: the clockface resume pattern is built on it being called every frame. Compare a shipping app’s FrontendApplication.hpp before writing your own β€” they also tick the simulator kernel under #if defined(SIMULATOR).

Rate Limiting

class RateLimitedSender {
public:
    void sendHeartRateUpdate(uint16_t bpm) {
        auto now = getCurrentTime();
        if (now - mLastSendTime >= MIN_UPDATE_INTERVAL) {
            sendMessage(bpm);
            mLastSendTime = now;
        }
    }

private:
    static const uint32_t MIN_UPDATE_INTERVAL = 100; // 100ms minimum
    uint32_t mLastSendTime = 0;
};

Error Handling and Reliability

Message Validation

bool CustomMessageHandler::validateMessage(MessageBase* msg) {
    if (!msg) return false;

    // Check message type range
    auto type = msg->getType();
    if (type < CUSTOM_MESSAGE_START || type > CUSTOM_MESSAGE_END) {
        return false;
    }

    // Validate message-specific data
    switch (type) {
        case HEART_RATE_UPDATE:
            auto* hrMsg = static_cast<HeartRateMessage*>(msg);
            return hrMsg->bpm > 0 && hrMsg->bpm < 300; // Reasonable range

        case GPS_LOCATION_UPDATE:
            auto* gpsMsg = static_cast<GPSMessage*>(msg);
            return isValidCoordinate(gpsMsg->latitude, gpsMsg->longitude);

        default:
            return true; // Accept unknown but valid types
    }
}

Timeouts

A send does not report a timeout through its return value: it returns true with the message’s result set to TIMEOUT, because the message was queued β€” the receiver simply has not answered yet. Check the result, not the bool:

if (auto msg = SDK::make_msg<CustomMessage::HeartRateMessage>(
                   mKernel, bpm, getCurrentTime())) {
    if (!msg.send(100)) {
        // Never queued: the push itself failed. Nothing is holding it, so
        // retrying or reporting is legitimate here.
    } else if (msg->getResult() == SDK::MessageResult::TIMEOUT) {
        // Queued but unanswered -- the GUI is probably suspended. Where the
        // message is now you cannot tell: still queued, already in the
        // handler, or evicted by later sends while the GUI stayed down.
        // Do NOT re-send it. Drop the attempt and let the next snapshot
        // carry the state.
    }
}

Retrying a timed-out send is the wrong instinct β€” not because the message is safe, but because you cannot tell what became of it. It may still be queued, it may be in the handler already, or it may have been evicted by later sends while the GUI stayed suspended, which is the situation a timeout usually signals. A retry is therefore as likely to duplicate an operation as to recover a lost one.

For periodic state, do not retry: the queue is ten deep and evicts the oldest, so a retry loop deepens the backlog it is reacting to, and the next snapshot carries the state anyway.

For an action that must not be silently lost, do not build the retry on the send’s timeout at all β€” it cannot tell you what you need to know. Have the GUI acknowledge with a message of its own and drive the resend from that. Be clear about what that buys: it turns β€œpossibly lost” into β€œpossibly applied twice”, because an acknowledgement can go missing after the command was applied. It is at-least-once delivery, not exactly-once. If applying the action twice would be wrong, the handler has to be the one that notices β€” carry an id on the command and have the GUI ignore an id it has already acted on. The SDK does not do this for you.

Performance Considerations

Message Throughput

  • Queue Size: Balance memory usage with processing capacity

  • Processing Time: Keep message handlers fast to avoid frame drops

  • Memory Pool: Use kernel’s message allocation for efficiency

  • Batch Processing: Group related updates when possible

Memory Management

  • Message Lifetime: Ensure proper allocation/deallocation

  • Message Sizing: Keep message types small; every one is a pool block, and the largest pool is 256 bytes

  • Leak Prevention: Always release allocated messages

  • Size Optimization: Minimize message payload sizes

Project Structure and Build Integration

This section details the project organization, build system integration, and development workflow for TouchGFX applications within the UNA SDK ecosystem.

Directory Structure

Standard UNA TouchGFX Project Layout

MyApp/
β”œβ”€β”€ Software/
β”‚   β”œβ”€β”€ Apps/
β”‚   β”‚   β”œβ”€β”€ MyApp-CMake/           # CMake build configuration
β”‚   β”‚   β”‚   β”œβ”€β”€ CMakeLists.txt     # Main build script
β”‚   β”‚   β”‚   β”œβ”€β”€ build/             # Build artifacts (generated)
β”‚   β”‚   β”‚   └── Output/            # Final application packages
β”‚   β”‚   └── TouchGFX-GUI/         # TouchGFX application
β”‚   β”‚       β”œβ”€β”€ gui/               # User-generated GUI code
β”‚   β”‚       β”‚   β”œβ”€β”€ include/gui/
β”‚   β”‚       β”‚   β”‚   β”œβ”€β”€ common/    # Shared GUI components
β”‚   β”‚       β”‚   β”‚   β”œβ”€β”€ main_screen/
β”‚   β”‚       β”‚   β”‚   └── model/     # MVP Model classes
β”‚   β”‚       β”‚   └── src/
β”‚   β”‚       β”‚       β”œβ”€β”€ common/
β”‚   β”‚       β”‚       β”œβ”€β”€ main_screen/
β”‚   β”‚       β”‚       └── model/
β”‚   β”‚       β”œβ”€β”€ generated/         # TouchGFX-generated code
β”‚   β”‚       β”‚   β”œβ”€β”€ fonts/
β”‚   β”‚       β”‚   β”œβ”€β”€ gui_generated/
β”‚   β”‚       β”‚   β”œβ”€β”€ images/
β”‚   β”‚       β”‚   └── texts/
β”‚   β”‚       β”œβ”€β”€ target.config       # TouchGFX target configuration
β”‚   β”‚       └── touchgfx.cmake      # TouchGFX build integration
β”‚   β”œβ”€β”€ Libs/                      # Shared libraries
β”‚   β”‚   β”œβ”€β”€ Header/                # Service headers
β”‚   β”‚   └── Source/                # Service implementation
β”‚   └── Output/                    # Build outputs
└── Resources/                     # Application assets
    β”œβ”€β”€ icons/
    └── images/

CMake Build System Integration

Main CMakeLists.txt Structure

cmake_minimum_required(VERSION 3.21)
project(MyApp)

# UNA SDK setup
set(UNA_SDK "$ENV{UNA_SDK}" CACHE PATH "UNA SDK root directory")
include("${UNA_SDK}/cmake/una.cmake")

# Application configuration
set(APP_ID "A1B2C3D4E5F67890")
set(APP_NAME "MyApp")
set(DEV_ID "UNA")

# Memory configuration
set(UNA_APP_GUI_STACK_SIZE "10*1024")
set(UNA_APP_GUI_RAM_LENGTH "600K")
set(UNA_APP_SERVICE_STACK_SIZE "10*1024")
set(UNA_APP_SERVICE_RAM_LENGTH "500K")

# TouchGFX integration
include(touchgfx.cmake)

# Source files
set(GUI_SOURCES
    "gui/src/main_screen/MainView.cpp"
    "gui/src/main_screen/MainPresenter.cpp"
    "gui/src/model/Model.cpp"
    # ... other GUI sources
)

set(SERVICE_SOURCES
    "Libs/Source/Service.cpp"
    "Libs/Source/ActivityWriter.cpp"
    # ... other service sources
)

# Build targets
una_add_app(
    NAME ${APP_NAME}
    ID ${APP_ID}
    DEV_ID ${DEV_ID}
    GUI_SOURCES ${GUI_SOURCES}
    SERVICE_SOURCES ${SERVICE_SOURCES}
    TOUCHGFX_PROJECT "TouchGFX-GUI"
)

TouchGFX CMake Integration

# touchgfx.cmake
include(CMakeParseArguments)

# Find TouchGFX
find_package(TouchGFX REQUIRED
    PATHS "${CMAKE_CURRENT_SOURCE_DIR}/TouchGFX-GUI/env"
    NO_DEFAULT_PATH
)

# Configure TouchGFX
set(TouchGFX_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/TouchGFX-GUI")
set(TouchGFX_GENERATED_SOURCES_DIR "${TouchGFX_SOURCE_DIR}/generated")
set(TouchGFX_USER_CODE_DIR "${TouchGFX_SOURCE_DIR}/gui")

# Add TouchGFX library
add_subdirectory("${TouchGFX_SOURCE_DIR}" TouchGFX)

# Export variables for main CMakeLists.txt
set(TOUCHGFX_INCLUDES
    "${TouchGFX_SOURCE_DIR}"
    "${TouchGFX_GENERATED_SOURCES_DIR}/include"
    "${TouchGFX_USER_CODE_DIR}/include"
    CACHE INTERNAL "TouchGFX include directories"
)

set(TOUCHGFX_SOURCES
    # Generated sources...
    CACHE INTERNAL "TouchGFX source files"
)

Development Workflow

Initial Project Setup

  1. Copy Template: Start from HelloWorld or another tutorial

  2. Update Identifiers: Change APP_ID, APP_NAME in CMakeLists.txt

  3. Configure Memory: Adjust stack/heap sizes based on application needs

  4. Setup TouchGFX: Create new TouchGFX Designer project

TouchGFX Designer Workflow

# 1. Open TouchGFX Designer
TouchGFX Designer MyApp.touchgfx

# 2. Design UI in Designer
# - Create screens
# - Add widgets
# - Configure interactions
# - Import assets

# 3. Generate code
# Click "Generate Code" in TouchGFX Designer

# 4. Implement custom logic
# Extend generated ViewBase classes
# Add MVP pattern implementation

Build Process

For detailed SDK setup instructions, see SDK Setup.

# Clean build - removes old build artifacts and cache
rm -rf build/

# Create and enter build directory
mkdir build && cd build

# Configure with CMake - generates build files and sets up project
# -G "Unix Makefiles": specifies Makefile generator for Unix systems
# -DUNA_SDK=/path/to/una-sdk: sets SDK path environment variable
cmake -G "Unix Makefiles" \
    -DUNA_SDK=/path/to/una-sdk \
    ../Software/Apps/MyApp-CMake

# Build application - compiles sources and links binaries
# -j$(nproc): uses all available CPU cores for parallel compilation
make -j$(nproc)

# Result: MyApp.uapp in Output/ directory

Note: CMake builds the application but does not regenerate TouchGFX GUI code; GUI code generation is handled separately by TouchGFX Designer. CMake only supports the GUI build process and does not regenerate TouchGFX projects.

Asset Management

Image and Font Pipeline

# Asset conversion configuration
set(ASSET_CONFIG
    "image_format=RGB565"
    "font_format=4bpp"
    "compression=lz4"
)

# TouchGFX asset processing
touchgfx_generate_assets(
    PROJECT "${CMAKE_CURRENT_SOURCE_DIR}/TouchGFX-GUI"
    CONFIG ${ASSET_CONFIG}
)

Resource Organization

  • Images: Store source PNGs in Resources/images/

  • Fonts: Use TouchGFX Designer for font management

  • Themes: Define color schemes in TouchGFX Designer

  • Languages: Manage text resources through TouchGFX

Version Control and Collaboration

Git Integration

# .gitignore for TouchGFX projects
build/
Output/
*.uapp
TouchGFX-GUI/generated/
TouchGFX-GUI/simulator/
TouchGFX-GUI/Middlewares/

# Keep these
TouchGFX-GUI/*.touchgfx
TouchGFX-GUI/target.config
TouchGFX-GUI/gui/
!TouchGFX-GUI/generated/gui_generated/

Branching Strategy

  • main/master: Stable releases

  • develop: Integration branch

  • feature/: New features

  • hotfix/: Critical fixes

  • ui/: TouchGFX Designer changes

Testing and Validation

Simulator Testing

# Run TouchGFX simulator
cd TouchGFX-GUI
./TouchGFX/simulator/gcc/bin/simulator.exe

Hardware Testing

# Build for hardware
make clean && make

# Deploy to device
una-deploy MyApp.uapp

Automated Testing

# Unit test configuration
enable_testing()

add_executable(gui_tests
    tests/MainView_test.cpp
    tests/Model_test.cpp
)

target_link_libraries(gui_tests
    gtest_main
    touchgfx
)

add_test(NAME gui_unit_tests COMMAND gui_tests)

Deployment and Distribution

Application Packaging

# Build release version
cmake -DCMAKE_BUILD_TYPE=Release ..
make

# Package application
una-package \
    --input build/MyApp.elf \
    --output MyApp.uapp \
    --metadata app.json

OTA Update Support

{
    "app": {
        "id": "A1B2C3D4E5F67890",
        "name": "MyApp",
        "version": "1.0.0",
        "supported_devices": ["UNA Watch-V1"]
    },
    "update": {
        "url": "https://updates.example.com/myapp/1.0.0",
        "hash": "sha256:...",
        "size": 225256
    }
}

Performance Monitoring

Build Metrics

# Enable build timing
set(CMAKE_TIMING ON)

# Generate build statistics
add_custom_command(TARGET MyApp POST_BUILD
    COMMAND ${CMAKE_COMMAND} -E echo "Build completed"
    COMMAND size $<TARGET_FILE:MyApp>
)

Runtime Profiling

// Performance monitoring in application
class PerformanceMonitor {
public:
    void startFrame() { mFrameStart = getTickCount(); }
    void endFrame() {
        uint32_t duration = getTickCount() - mFrameStart;
        if (duration > TARGET_FRAME_TIME) {
            Logger::warning("Frame time exceeded: %d ms", duration);
        }
    }

private:
    static const uint32_t TARGET_FRAME_TIME = 33; // ~30 FPS
    uint32_t mFrameStart;
};

This comprehensive project structure and build integration ensures efficient development, reliable builds, and maintainable TouchGFX applications within the UNA SDK framework.