Reference#

This chapter provides supporting reference material for GUI Guider, including frequently asked questions, external resources, and a glossary of key terms. Use it to confirm concepts, resolve common issues, and find related documentation.

FAQs#

This section answers common questions about GUI Guider.

What should I do if a configured property or style is not rendered correctly in the UI editor?#

First check whether the UI editor is still responsive. If interactions such as drag-and-drop no longer work, restart GUI Guider. Otherwise, open and then close the JS Simulator to force a re-render of the current screen.

How can I prevent the simulator from running target specific code?#

GUI Guider defines a macro GG_USE_SIMULATOR in lv_conf.h. Use it to guard device specific code so that the simulator skips that path:

#if !GG_USE_SIMULATOR   // or GG_USE_SIMULATOR == 0
    /* MCU-specific code */
#endif

How can I reuse an application on a different board?#

When creating a project, select an existing project as a template. Use auto-size to adapt the layout to the target display.

What should I do if I create a project at an unsupported resolution from a template?#

Templates are designed for specific resolutions, so you may need to manually adjust some UI details for the new resolution. Also check the custom code and update any image and font variable names as needed to ensure the project compiles successfully.

What should I check if touch or display does not work?#

The most common cause is an incorrect panel selection. Verify that the panel type configured in the project matches the panel used on the target board.

How can I customize lv_conf macros without losing the changes after regeneration?#

Place custom configuration changes in lv_conf_ext.h inside the project’s custom folder. GUI Guider preserves this file across regeneration, so it is the recommended location for any lv_conf overrides.

Glossary#

The following table explains key terms used throughout the GUI Guider documentation. Terms are listed alphabetically.

Term

Definition

Animation

A reusable animation configuration that defines property changes over time (for example, size, position, or style) with explicit start and end values. Animations can be triggered from events and shared across screens.

Application

A template-oriented entry point into the project creation workflow. Selecting an application narrows the available board choices, complementing the Board entry point.

Board

The hardware target or hardware context associated with a project. The board selection affects the available display configurations, project templates, generated code, and applicable toolchains.

C simulator

A simulator option that runs the full code generation, build, and execution pipeline. Its behavior is closer to the actual target build than the JS Simulator.

Code generation

The process of producing source files, resources, and integration-ready project output from the visual project definition inside GUI Guider.

Condition

A reusable conditional variable that defines an IF or Switch expression in C-style syntax. Conditions can be referenced from events to gate the actions that are executed.

Custom code

Hand-written code added to a GUI Guider project—inside a screen, inside an event handler, or as common functions placed in the project’s custom/ directory. Custom code is preserved across regeneration.

Event

A configured interaction trigger that allows widgets or screens to respond to user actions or state changes (for example, Clicked, Pressed, Value Changed, Gesture).

FPS

Frames per second. The rate at which the UI is rendered to the display, and a primary measure of perceived UI responsiveness.

G2D

A 2D graphics hardware accelerator available on supported NXP i.MX MPU devices. When enabled, G2D offloads drawing operations to dedicated hardware, increasing performance and reducing CPU load.

Generated folder

The folder inside a GUI Guider project that contains files produced by code generation. Changes made directly in this folder are overwritten on the next code-generation run, so user code should be placed elsewhere.

IDE

The integrated development environment used to create, configure, and manage GUI Guider projects. In this document, “IDE” refers to GUI Guider unless a third-party IDE (for example, MCUXpresso IDE or Keil MDK) is named explicitly.

JS simulator

A simulator option that displays the designed UI without compilation. It is fast and well suited for early visual validation, but cannot fully reflect project content that depends on custom code.

Layer

A top-level structural slot in the workspace tree. GUI Guider exposes four layer entries—System layer, Top layer, Screens, and Bottom layer—that map to the corresponding LVGL layers.

LVGL

Light and Versatile Graphics Library, the open-source embedded GUI library that GUI Guider builds on. GUI Guider is aligned with LVGL 9.4.0.

MCUXpresso

The family of NXP development tools, including the MCUXpresso IDE, MCUXpresso for VS Code, the MCUXpresso Installer, and MCUXpresso SDK builds. GUI Guider integrates with these tools for target build, debug, and SDK provisioning.

Project

The complete set of GUI design data, resources, configuration, and generated output associated with one GUI Guider application.

PXP

Pixel Pipeline. An NXP hardware engine, available on selected i.MX RT MCUs and i.MX MPUs, that accelerates pixel-level operations such as area fill, BLIT, color keying, and recoloring.

Resource manager

The workspace area used to manage images, fonts, and other UI assets, including the default built-in font that ships with GUI Guider.

Screen

A single top-level page of the UI managed under the Screens entry in the Layers view. Most UI design work happens at the screen level.

Style

A definition of the visual properties of widgets or screens, including background, border, padding, margin, outline, shadow, text, transform, image, line, and size or position. GUI Guider styles align with the LVGL model.

Target

The destination runtime environment for a GUI Guider project, typically defined by the selected board, operating environment, and deployment workflow.

Toolchain

The compiler, build system, and supporting tools used to produce executables for the target. Supported toolchains include MCUXpresso IDE, MCUXpresso for VS Code with ARMGCC, IAR Embedded Workbench, and Keil MDK.

Variable

A piece of project-level state exposed through the GUI workflow and used to drive dynamic values, interactions, or synchronization with application logic. Conditions and animations are specialized kinds of variables.

VGLite

A vector and raster 2D GPU API used by selected NXP i.MX RT MCUs. When enabled, VGLite accelerates LVGL drawing operations such as area fill and BLIT.

Widget

A reusable UI building block (button, label, image, chart, and so on). Widgets are placed inside screens or other container widgets, and their behavior is configured through properties, styles, and events.

Workspace

The central area of the GUI Guider IDE. In the workspace you can edit screens, configure widgets, manage resources, define events and variables, and review project content.