Component: Display Manager (Graphical Library)
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Jump to navigationJump to search| Author | MatrixTSL | 
| Version | 1.0 | 
| Category | Graphical Library | 
Contents
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
No detailed description exists yet for this component
Examples
No additional examples
Downloadable macro reference
| MoveObject | |
| Moves an existing object to absolute coordinates on the screen. | |
| ObjectID | |
| X | |
| Y | |
| Return | |
| ShiftObject | |
| Shifts an existing object coordinates on the screen relative to the previous coordinates. | |
| ObjectID | |
| X | |
| Y | |
| Return | |
| 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. | |
| ObjectID | |
| Return | |
| ScaleObject | |
| Changes the width and height of the selected Object | |
| ObjectID | |
| Width | |
| Height | |
| Return | |
| RedrawAll | |
| Clears the display and redraws all the content from the display manager objects. Doesn't draw textfield components, this is done using the SetObjectText macro. | |
| Return | |
| CreateObject | |
| Define an object on the graphical LCD. Returns the Object ID. | |
| ObjectType | |
| X | |
| Y | |
| Width | |
| Height | |
| Return | |