Component: Display Manager (Graphical Library)

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Author MatrixTSL
Version 1.0 (Release)
Category Graphical Library


Image 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.

Examples

No additional examples


Downloadable macro reference

MoveObject

Moves an existing object to absolute coordinates on the screen.

Parameters

UINT ObjectID
UINT X
UINT Y


Return value

This call does not return a value


ShiftObject

Shifts an existing object coordinates on the screen relative to the previous coordinates.

Parameters

UINT ObjectID
INT X
INT Y


Return value

This call does not return a value


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.

Parameters

UINT ObjectID


Return value

This call does not return a value


ScaleObject

Changes the width and height of the selected Object

Parameters

UINT ObjectID
UINT Width
UINT Height


Return value

This call does not return a value


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.

Parameters

This macro has no parameters


Return value

This call does not return a value


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.

Parameters

UINT ObjectID
<- STRING Text
This parameter may be returned back to the caller
BYTE Font


Return value

This call does not return a value


CreateObject

Define an object on the graphical LCD.

Returns the Object ID.

Parameters

UINT ObjectType
UINT X
UINT Y
UINT Width
UINT Height


Return value

UINT


Simulation macro reference

This component does not contain any simulation macros


Property reference

GLCD Component

This property is of type Panel object and can be referenced with the variable name GLCDComponent.

Selects the GLCD component to display all the objects

Max Objects

This property is of type Unsigned integer and can be referenced with the variable name MaxObjects.

The total number of objects allowed on the screen.

Sets the size of the RAM buffers used to track the various screen elements.