Difference between revisions of "Component: Display Manager (Graphical Library)"

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Type_line - A simple straight line.
+
Type_Line - 2 - A simple straight line.
  
Type_Rectangle - A simple rectangular box.
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Type_Rectangle - 1 - A simple rectangular box.
  
Type_RectangeFilled - A filled rectangular box.
+
Type_RectangeFilled - 5 - A filled rectangular box.
  
Type_Ellipse - A simple ellipse or circle.
+
Type_Ellipse - 3 - A simple ellipse or circle.
  
Type_EllipseFilled - A filled ellipse or circle.
+
Type_EllipseFilled - 4 - A filled ellipse or circle.
  
Type_TextBox - A text area allowing a line of text to be displayed.
+
Type_TextBox - 0 - A text area allowing a line of text to be displayed.
  
  
The type can be entered by using the public constants. Begin with the Display Manager handle name followed by :: and the list of the public variables will be displayed.
+
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::Type_TextBox
 
For example...  DisplayManager1::Type_TextBox

Revision as of 11:30, 13 January 2023

Author MatrixTSL
Version 1.0
Category Graphical Library


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.

Component Source Code

Please click here for the component source code: FC_Comp_Source_DisplayManager.fcfx

Detailed description

The component can create the follow objects.


Type_Line - 2 - A simple straight line.

Type_Rectangle - 1 - A simple rectangular box.

Type_RectangeFilled - 5 - A filled rectangular box.

Type_Ellipse - 3 - A simple ellipse or circle.

Type_EllipseFilled - 4 - A filled ellipse or circle.

Type_TextBox - 0 - A text area allowing a line of text to be displayed.


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::Type_TextBox

Examples

An example showing the creation of some text areas inside formatted shapes.

FC6 Icon.png Display Manager Example

Downloadable macro reference

Fc9-comp-macro.png MoveObject
Moves an existing object to absolute coordinates on the screen. 
Fc9-u16-icon.png - UINT ObjectID
 
Fc9-u16-icon.png - UINT X
 
Fc9-u16-icon.png - UINT Y
 
Fc9-void-icon.png - VOID Return


Fc9-comp-macro.png ShiftObject
Shifts an existing object coordinates on the screen relative to the previous coordinates. 
Fc9-u16-icon.png - UINT ObjectID
 
Fc9-s16-icon.png - INT X
 
Fc9-s16-icon.png - INT Y
 
Fc9-void-icon.png - VOID Return


Fc9-comp-macro.png DrawObject
Draws a single object onto the display without clearing the display. Doesn't draw a textfield component, this is done using the SetObjectText macro. 
Fc9-u16-icon.png - UINT ObjectID
 
Fc9-void-icon.png - VOID Return


Fc9-comp-macro.png ScaleObject
Changes the width and height of the selected Object 
Fc9-u16-icon.png - UINT ObjectID
 
Fc9-u16-icon.png - UINT Width
 
Fc9-u16-icon.png - UINT Height
 
Fc9-void-icon.png - VOID Return


Fc9-comp-macro.png RedrawAll
Redraws all the content from the display manager objects. Doesn't draw textfield components, this is done using the SetObjectText macro. 
Fc9-void-icon.png - VOID Return


Fc9-comp-macro.png SetObjectText
Assigns text to a single line text object and draws directly to the display. Blanks the selected area first to ensure nothing from previous text is left behind. 
Fc9-u16-icon.png - UINT ObjectID
 
Fc9-string-icon.png - STRING Text
 
Fc9-u8-icon.png - BYTE Font
 
Fc9-void-icon.png - VOID Return


Fc9-comp-macro.png CreateObject
Define an object on the graphical LCD. Returns the Object ID. 
Fc9-u16-icon.png - UINT ObjectType
0=TextBox, 1=Rect, 2=Line, 3=Ellipse, 4=FilledEllipse, 5=FilledRect
Fc9-u16-icon.png - UINT X
X Pixel Coordinate
Fc9-u16-icon.png - UINT Y
Y Pixel Coordinate
Fc9-u16-icon.png - UINT Width
Pixel Width or X Radius
Fc9-u16-icon.png - UINT Height
Pixel Height or Y Radius
Fc9-u16-icon.png - UINT Return

Property reference

Fc9-prop-icon.png Properties
Fc9-type-17-icon.png GLCD Component
Selects the GLCD component to display all the objects 
Fc9-type-21-icon.png Max Objects
The total number of objects allowed on the screen. Sets the size of the RAM buffers used to track the various screen elements.