![](/media/cache/img/default_profile.jpg.50x50_q85.jpg)
Allow user to connect multiple screen.
Diff: main.cpp
- Revision:
- 0:052d0f82433e
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/main.cpp Wed Mar 11 05:00:37 2015 +0000 @@ -0,0 +1,55 @@ +#include "mbed.h" +#include "rtos.h" +#include "uLCD_4DGL.h" +#include "Game.h" +#include "uLCD_Multiscreen.h" + + +//already defined +//#define SIZE_X 128 +//#define SIZE_Y 128 + +//display +uLCD_4DGL screen1(p28, p27, p11); +uLCD_4DGL screen2(p9, p10, p11); +std::vector<uLCD_4DGL*> my_screens; + + +//inputs +AnalogIn sliderh(p15); +AnalogIn sliderv(p16); + + + +//game objects + + + + +int main() { + my_screens.push_back(&screen1); + my_screens.push_back(&screen2); +uLCD_Multiscreen multiscreen(my_screens); +Controller controller(sliderh, sliderv); +vec2 screen = {SIZE_X, SIZE_Y}; +Renderer gfx(multiscreen, screen); +Game game(gfx, controller); + + + + multiscreen.setBaudRate(3000000); + multiscreen.changeBackground(0x444444); + gfx.background = 0x444444; + multiscreen.cls(); + //multiscreen.unfilledRectangle(0, 0, 50, 10, -1); + + while(true){ + int x = sliderh.read()* 1000; + int y = sliderv.read()* 1000; + + //printf(controller.sliderv ); + game.loop(); + game.getInput(x, y); + //Thread::wait(10); + } +} \ No newline at end of file