Component: Display Manager (Graphical Library)
| 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 to download the component source project: FC_Comp_Source_temp/Lib_DisplayManager.fcfx
Please click here to view the component source code (Beta): FC_Comp_Source_temp/Lib_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.
Macro reference
CreateObject
DrawObject
|   | 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. | |
|  - UINT | ObjectID | 
|  - VOID | Return | 
MoveObject
|   | MoveObject | 
| Moves an existing object to absolute coordinates on the screen. | |
|  - UINT | ObjectID | 
|  - UINT | X | 
|  - UINT | Y | 
|  - VOID | Return | 
RedrawAll
|   | RedrawAll | 
| Redraws all the content from the display manager objects. Doesn't draw textfield components, this is done using the SetObjectText macro. | |
|  - VOID | Return | 
ScaleObject
|   | ScaleObject | 
| Changes the width and height of the selected Object | |
|  - UINT | ObjectID | 
|  - UINT | Width | 
|  - UINT | Height | 
|  - VOID | Return | 
SetObjectText
ShiftObject
|   | ShiftObject | 
| Shifts an existing object coordinates on the screen relative to the previous coordinates. | |
|  - UINT | ObjectID | 
|  - INT | X | 
|  - INT | Y | 
|  - VOID | Return | 
Property reference
|   | Properties | 
|   | LinkTo | 
|   | 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. | |



