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| *'''Object_RectangeFilled''' - 5 - A filled rectangular box. | | *'''Object_RectangeFilled''' - 5 - A filled rectangular box. |
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− | The component can create the following interactive buttons and sliders. | + | |
| + | The component can also create the following interactive buttons and sliders. |
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| *'''Button_Hidden''' - 0 - A hidden area with no graphics. | | *'''Button_Hidden''' - 0 - A hidden area with no graphics. |
Revision as of 11:21, 10 April 2024
Author
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MatrixTSL
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Version
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2.0
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Category
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Graphical Library
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Display Manager component
A component designed to simplify the process of drawing primitives and text onto a graphical display. Keeps track of coordinates so you don't have to. Also works great as a base layer for gLCD based games as it will check for collisions and perform movement.
Detailed description
The component can create the following objects.
- Object_Hidden - 0 - A hidden area with no graphics.
- Object_Rectangle - 1 - A simple rectangular box.
- Object_Line - 2 - A simple straight line.
- Object_Ellipse - 3 - A simple ellipse or circle.
- Object_EllipseFilled - 4 - A filled ellipse or circle.
- Object_RectangeFilled - 5 - A filled rectangular box.
The component can also create the following interactive buttons and sliders.
- Button_Hidden - 0 - A hidden area with no graphics.
- Button_Rectangle - 1 - A rectangular box with a shadow.
- Button_RoundedRectangle - 2 - A rounded rectangular box with a shadow.
- Button_Ellipse - 3 - A simple ellipse or circle with a shadow.
- Button_VSlider - 4 - A vertical slider with a square thumb.
- Button_HSlider - 5 - A horizontal slider with a square thumb.
- Button_VSlider_Round - 6 - A vertical slider with a round thumb.
- Button_HSlider_Round - 7 - A horizontal slider with a round thumb.
The type can be entered by using the component's public constants. Begin with the Display Manager handle name followed by :: and the list of the public variables will be displayed.
For example... DisplayManager1::Object_Rectangle or DisplayManager1::Button_VSlider
Examples
An example showing how to use the display manager with a GLCd and a touch interface to create a full HMI.
The example shows how to create a simple menu system as well as a toggle switch and a slider used to control a PWM output.
Display Manager Demo
Macro reference
CheckForTouch
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CheckForTouch
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Uses the X and Y coordinates from a touch sensor to check for button presses. Returns 0 for no buttons pressed. Returns 1 for a valid button press. The ID of the pressed item can be found by calling GetButtonID macro. Any touched slider buttons will automatically move their thumb and value to the touch position.
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- UINT
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X
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- UINT
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Y
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- BOOL
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Return
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ClearAll
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ClearAll
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Removes all objects and buttons from memory. Also clears the screen if required.
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- BOOL
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ClearScreen
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0=Don't clear the screen, 1=Clear the screen
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- VOID
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Return
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CreateButton
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CreateButton
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Define an interactive button or slider. Returns the Button ID.
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- BYTE
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ButtonType
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0=ButtonHidden, 1=ButtonRect, 2=ButtonRoundedRect, 3=ButtonEllipse, 4=VSlider, 5=HSlider, 6=VSliderRound, 7=HSliderRound
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- UINT
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X
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X Pixel Coordinate
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- UINT
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Y
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Y Pixel Coordinate
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- UINT
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Width
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Pixel Width or X Radius
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- UINT
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Height
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Pixel Height or Y Radius
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- BYTE
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Theme
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Theme index to use to draw the button
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- BOOL
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DrawButton
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0=Do not draw button yet, 1=Draw button now
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- UINT
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Return
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CreateObject
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CreateObject
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Define a none touchable graphical object. Returns the Object ID.
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- BYTE
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ObjectType
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0=Hidden, 1=Rect, 2=Line, 3=Ellipse, 4=FilledEllipse, 5=FilledRect
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- UINT
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X
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X Pixel Coordinate
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- UINT
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Y
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Y Pixel Coordinate
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- UINT
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Width
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Pixel Width or X Radius
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- UINT
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Height
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Pixel Height or Y Radius
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- BYTE
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Theme
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Theme index to use to draw the object
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- BOOL
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DrawObject
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0=Do not draw object yet, 1=Draw object now
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- UINT
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Return
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DrawAll
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DrawAll
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Redraws all of the defined Objects and Buttons. Doesn't draw text, this is done using the SetText macro.
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- VOID
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Return
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DrawItem
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DrawItem
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Draws a single object or button onto the display without clearing the display. Doesn't draw a textfield component, this is done using the SetObjectText macro.
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- UINT
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ID
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Unique ID of the Object or Button
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- VOID
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Return
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GetLastTouchID
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GetLastTouchID
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Gets the ID of the last button that returned a valid press via the CheckForTouch macro. Returns -1 for valid touch recorded.
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- INT
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Return
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GetSliderValue
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GetSliderValue
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Reads the value of one of the sliders ranging between 0 and 1.
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- UINT
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ButtonID
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- FLOAT
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Return
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Initialise
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Initialise
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Initialises the object and button control variables and sets up the default themes.
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- VOID
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Return
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ModifyPosition
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ModifyPosition
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Moves an existing object or button to absolute coordinates on the screen.
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- UINT
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ID
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Unique ID of the object or button
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- INT
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X
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- INT
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Y
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- BOOL
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Relative
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0=Absolute Positioning, 1=Relative Positioning
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- VOID
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Return
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ModifyScale
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ModifyScale
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Changes the width and height of the selected Object or Button.
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- UINT
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ID
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Unique ID of the object or button
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- UINT
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Width
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- UINT
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Height
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- VOID
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Return
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ModifyTheme
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ModifyTheme
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Changes the theme index of the selected Object or Button.
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- UINT
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ID
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Unique ID of the object or button
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- BYTE
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Theme
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Theme index of the button or object
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- VOID
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Return
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NoTouch
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NoTouch
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Called when no touch is present, Allows the repeat rate counter to be cleared allowing for better responses to fast touches.
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- VOID
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Return
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OverrideButtonTheme
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OverrideButtonTheme
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Overrides the colour of a button theme, used by the draw button macro.
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- BYTE
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ThemeIndex
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Index of the object colour theme
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- BYTE
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FG_R
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Foreground colour channel value
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- BYTE
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FG_G
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Foreground colour channel value
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- BYTE
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FG_B
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Foreground colour channel value
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- BYTE
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BG_R
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Background colour channel value
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- BYTE
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BG_G
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Background colour channel value
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- BYTE
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BG_B
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Background colour channel value
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- BYTE
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HL_R
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Highlight colour channel value
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- BYTE
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HL_G
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Highlight colour channel value
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- BYTE
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HL_B
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Highlight colour channel value
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- BYTE
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LL_R
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Lowlight colour channel value
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- BYTE
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LL_G
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Lowlight colour channel value
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- BYTE
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LL_B
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Lowlight colour channel value
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- VOID
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Return
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OverrideObjectTheme
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OverrideObjectTheme
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Overrides the colour of an object theme, used by the draw object macro.
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- BYTE
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ThemeIndex
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Index of the object colour theme
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- BYTE
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FG_R
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Foreground colour channel value
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- BYTE
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FG_G
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Foreground colour channel value
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- BYTE
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FG_B
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Foreground colour channel value
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- BYTE
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BG_R
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Background colour channel value
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- BYTE
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BG_G
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Background colour channel value
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- BYTE
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BG_B
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Background colour channel value
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- VOID
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Return
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SetSliderValue
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SetSliderValue
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Sets the value of one of the sliders and optionally redraws the slider to reflect the value change.
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- UINT
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ButtonID
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- FLOAT
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Value
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Range: 0 to 1
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- BOOL
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RedrawSlider
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0=Do not redraw, 1=Redraw
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- VOID
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Return
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SetText
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SetText
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Draws a single line of text onto an object or button location. Useful for labelling buttons or having name, value statistics. Drawn using the object themes.
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- UINT
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ID
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Unique identifier of object or button.
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- STRING
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Text
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- BYTE
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Font
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- BYTE
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HAlignment
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0=Left, 1=Center, 2=Right
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- BYTE
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VAlignment
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0=Top, 1=Middle, 2=Bottom
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- BYTE
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Theme
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Object theme index to control the colour of the text
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- BOOL
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Transparent
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0=Background Colour Drawn, 1=Don't Draw Background Colour
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- VOID
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Return
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Property reference
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Properties
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LinkTo
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Ram Usage Bytes
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The calculated number of bytes of RAM required by the display manager.
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Text Align Offset
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Number of pixels to move away from an edge when calling SetText
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Objects
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Max Objects
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The total number of primitive objects allowed on the screen at once. Sets the size of the RAM buffers used to track the various screen elements. Each object requires 10 bytes of RAM to stores things like size, location and type.
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Object Theme Count
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Sets the number of themes available when drawing primitive objects. Each object theme requires 6 bytes of RAM to store the colour channels.
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Theme 0
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Foreground
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Foreground colour of the theme
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Background
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Background colour of the theme
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Theme 1
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Foreground
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Foreground colour of the theme
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Background
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Background colour of the theme
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Buttons
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Max Buttons
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The total number of touchable interactibe objects allowed on the screen at once e.g. buttons and sliders. Sets the size of the RAM buffers used to track the various screen elements Each button requires 18 bytes of RAM to stores things like size, location, value and type.
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Touch Repeat Rate
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Sets the period for touch repeats in terms of calls of the CheckForTouch macro. Buttons will only register a repeat touch after x calls if continually held down. Sliders will always register a touch. The touch count can be cleared using the NoTouch macro if no touch is detected.
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Slider Thumb Width
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Number of pixels wide to make a slider thumb marker,
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Slider Center Line Thickness
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Number of pixels thick to draw the slider central line
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Button Theme Count
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Sets the number of themes available for drawng buttons. Each button theme requires 12 bytes of RAM to store the colour channels.
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Theme 0
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Foreground
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Foreground colour of the theme
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Background
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Background colour of the theme
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Highlight
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Highlight colour of the theme
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Lowlight
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Lowlight colour of the theme
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Theme 1
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Foreground
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Foreground colour of the theme
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Background
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Background colour of the theme
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Highlight
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Highlight colour of the theme
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Lowlight
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Lowlight colour of the theme
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Component Source Code
Please click here to download the component source project: FC_Comp_Source_Lib_DisplayManager.fcfx
Please click here to view the component source code (Beta): FC_Comp_Source_Lib_DisplayManager.fcfx