Component: Display Manager (Graphical Library)
Author | MatrixTSL |
Version | 1.0 (Release) |
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.
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
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.