You can easily display text, images, and buttons using the ScreenManager
. To update the UI, simply give the manager your new data and (optionally) sandwich the update between the manager's beginTransaction()
and commit()
methods.
ScreenManager Parameter Name | Description |
---|---|
primaryGraphic | The primary image in a template that supports images |
secondaryGraphic | The second image in a template that supports multiple images |
Create an SdlArtwork
object which can be manually uploaded or set into the ScreenManager
and automatically uploaded. An SdlArtwork
includes information about whether the image should be persisted between vehicle startups, whether the image is a template image and should be re-colored, and more.
const artwork = new SDL.manager.file.filetypes.SdlArtwork('artworkName', SDL.rpc.enums.FileType.GRAPHIC_PNG, fileData, true);
sdlManager.getScreenManager().beginTransaction(); sdlManager.getScreenManager().setPrimaryGraphic(sdlArtwork); // Commit the updates and catch any errors const success = await sdlManager.getScreenManager().commit().catch(function (error) { // Handle Error }); console.log('ScreenManager update complete:', success); if (success === true) { // Update complete } else { // Something went wrong }
To remove an image from the screen you just need to set the screen manager property to .
sdlManager.getScreenManager().setPrimaryGraphic(null);
When a file is to be uploaded to the module, the library checks if a file with the same name has already been uploaded to module and skips the upload if it can. For cases where an image by the same name needs to be re-uploaded, the SdlArtwork
/ SdlFile
's overwrite
property should be used. Setting overwrite
to true
before passing the image to a ScreenManager
method such as setPrimaryGraphic()
and setSecondaryGraphic()
will force the image to be re-uploaded. This includes methods such as preloadChoices()
where the arguments passed in contain images.
Please note that many production modules on the road do not refresh the HMI with the new image if the file name has not changed. If you want the image to refresh on the screen immediately, we suggest using two image names and toggling back and forth between the names each time you update the image.
This issue may also extend to menus, alerts, and other UI features even if they're not on-screen at the time. Because of these issues, we do not recommend that you try to overwrite an image. Instead, you can delete an image file using the SdlFileManager
and re-upload it once the deletion completes, or you may use a different file name.
Templated images are tinted by Core so the image is visible regardless of whether your user has set the head unit to day or night mode. For example, if a head unit is in night mode with a dark theme (see Customizing the Template section for more details on how to customize theme colors), then your templated images will be displayed as white. In the day theme, the image will automatically change to black.
Soft buttons, menu icons, and primary / secondary graphics can all be templated. Images that you wish to template must be PNGs with a transparent background and only one color for the icon. Therefore, templating is only useful for things like icons and not for images that must be rendered in a specific color.
In the screenshots below, the shuffle and repeat icons have been templated. In night mode, the icons are tinted white and in day mode the icons are tinted black.
const image = new SDL.manager.file.filetypes.SdlArtwork('artworkName', SDL.rpc.enums.FileType.GRAPHIC_PNG, fileData, true); image.setTemplateImage(true);
Static icons are pre-existing images on the remote system that you may reference and use in your own application. Each OEM will design their own custom static icons but you can get an overview of the available icons from the icons designed for the open source Generic HMI. Static icons are fully supported by the screen manager via an SdlArtwork
initializer. Static icons can be used in primary and secondary graphic fields, soft button image fields, and menu icon fields.
The SDL JavaScript Suite is currently missing support for the StaticIconName enum. This will be addressed in a future release. Constructing a StaticIcon can still be done using the appropriate hex values found here.
const staticIconAlbumName = '0x21'; const staticIconAlbumBytes = 0x21; const staticIconArt = new SDL.manager.file.filetypes.SdlArtwork() .setName(staticIconAlbumName) .setFileData(staticIconAlbumBytes) .setStaticIcon(true) .setPersistent(false);