Laser Sensing Display for UI interfaces in the real world

Dependencies:   mbed

Fork of skinGames_forktest by Alvaro Cassinelli

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.