Laser Sensing Display for UI interfaces in the real world
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Diff: WrapperFunctions.cpp
- Revision:
- 42:5f21a710ebc5
- Parent:
- 40:3ba2b0ea9f33
- Child:
- 43:1dd4cfc30788
--- a/WrapperFunctions.cpp Wed Oct 16 17:26:13 2013 +0000 +++ b/WrapperFunctions.cpp Fri Oct 18 07:25:03 2013 +0000 @@ -23,8 +23,18 @@ } else { //do nothing, the display engine is not working (we don't need to wait for the display to end!) } scene.clear(); + //updateScene(); } +void updateScene() // THIS SHOULD BE CALLED WHENEVER we ended CREATING or MODIFYING a scene +{ + // In fact, the only thing this routine does is to indicate to the (dormant!) displaying engine that the scene STRUCTURE has changed. + // NOTE: + lsd.setSceneToDisplay(&scene); // this will compute the number of objects, points, etc, to prepare the displaying engine + resumeDisplay();// this will resume display IF it was displaying before. +} + + void deleteObject(int _id) { if (lsd.isRunning()) { lsd.startDisplayCheck(); @@ -37,14 +47,6 @@ updateScene(); } -void updateScene() // THIS SHOULD BE CALLED WHENEVER we ended CREATING or MODIFYING a scene -{ - // In fact, the only thing this routine does is to indicate to the (dormant!) displaying engine that the scene STRUCTURE has changed. - lsd.setSceneToDisplay(&scene); // this will compute the number of objects, points, etc, to prepare the displaying engine - resumeDisplay();// this will resume display IF it was displaying before. -} - - // Object creation ("openGL-style"). // NOTE: returning the pointer will make it possible to create COLLECTIONS of objects (by creating a vector<BaseObject*> firstCollection, which is a SUBSET of the // scene collection. In the future, I will make a "collection" class with specific sensing methods, but for the time being this can be done by hand.