Difference between revisions of "Component: Display Manager (Graphical Library)"
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{{Fcfile|DisplayManagerExample.fcfx|Display Manager Example}} | {{Fcfile|DisplayManagerExample.fcfx|Display Manager Example}} | ||
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Revision as of 14:12, 20 January 2023
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_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
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MoveObject |
Moves an existing object to absolute coordinates on the screen. | |
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ObjectID |
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X |
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Y |
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Return |
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ShiftObject |
Shifts an existing object coordinates on the screen relative to the previous coordinates. | |
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ObjectID |
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X |
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Y |
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Return |
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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. | |
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ObjectID |
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Return |
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ScaleObject |
Changes the width and height of the selected Object | |
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ObjectID |
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Width |
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Height |
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Return |
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RedrawAll |
Redraws all the content from the display manager objects. Doesn't draw textfield components, this is done using the SetObjectText macro. | |
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Return |
Property reference
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Properties |
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LinkTo |
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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. |