DEKI/ENGINE docs
deki-esp32-integration 0.19.0
Deki package reference
deki-esp32-integration

ESP32 memory, filesystem, serial, and SD card providers

Repository: github.com/dekiengine/deki-esp32-integration · Latest release: 0.19.0 · Needs engine 0.19.0+ · Requires: deki-wifi, deki-ble, deki-http, deki-i2s, deki-uart, deki-i2c, deki-gpio, deki-sdcard, deki-rendering

Install with DekiEditor --packages-add deki-esp32-integration <project>, or from the Package Manager. The engine's own components and C++ API are in the Deki docs.

Shown in the editor as ESP32 Integration.

Components

Component Category Description
ESP32QemuDisplaySetup ESP32 HAL Opens the screen of Espressif's QEMU, for running a firmware build without a board.
ESP32SerialSetup ESP32 HAL Answers the editor's commands over the ESP32's serial port.

Feature flags

Parts you can leave out of a build. A feature with a define is switched there; the rest are stripped with their components.

Feature Define Default
Memory DEKI_FEATURE_ESP32_MEMORY_SETUP on
File System DEKI_FEATURE_ESP32_FILE_SYSTEM_SETUP on
Serial Commands DEKI_FEATURE_ESP32_SERIAL_SETUP on
SD Card (ESP-IDF) DEKI_FEATURE_ESP32_SD on
GPIO (ESP-IDF) DEKI_FEATURE_ESP32_GPIO on
I²C (ESP-IDF) DEKI_FEATURE_ESP32_I2C on
UART (ESP-IDF) DEKI_FEATURE_ESP32_UART on
I²S (ESP-IDF) DEKI_FEATURE_ESP32_I2S on
S3 SIMD Blit Kernels DEKI_FEATURE_ESP32_BLIT_SIMD on
WiFi STA + scan (ESP-IDF) DEKI_FEATURE_ESP32_WIFI on
BLE (NimBLE) DEKI_FEATURE_ESP32_BLE on
QEMU Display DEKI_FEATURE_ESP32_QEMU_DISPLAY on
HTTPS client (ESP-IDF) DEKI_FEATURE_ESP32_HTTP on

Component reference

ESP32QemuDisplaySetup

Opens the screen of Espressif's QEMU, for running a firmware build without a board.

Inspector name: ESP32 Qemu Display Setup · Category: ESP32 HAL · Type: DekiEsp32::ESP32QemuDisplaySetup

Property Type Default Constraints Description
width int32 320 1 to 4096 The screen's width in pixels.
height int32 240 1 to 4096 The screen's height in pixels.
format enum "RGB565" RGB565, ARGB8888 The screen's pixel format. The game renders in it.

ESP32SerialSetup

Answers the editor's commands over the ESP32's serial port.

Inspector name: ESP32 Serial Setup · Category: ESP32 HAL · Type: DekiEsp32::ESP32SerialSetup

Property Type Default Constraints Description
baudRate int32 115200 9600 to 921600 Serial baud rate

Changelog

0.19.0

Changed

  • minEngine 0.19.0: built against engine 0.19.0, whose component metadata records the package each class is in. A build of this package from before does not load and is rebuilt.

Added

  • Japanese, Simplified Chinese and Korean: editor/lang/ja.json, zh.json and ko.json translate the names, tooltips and enum values this package's components show in the Inspector.
  • The package's editor text goes through the editor's translation (Tr), so it shows in the editor's language. Needs the editor release that adds Localization.h; raise minEngine to it when releasing.

0.18.2

Added

  • Frame statistics over serial: the line DEKI:STATS is answered with the frames per second and the average frame, update, render and present times over the last second, and the free internal and external memory, for the editor's device_stats.
  • Screen capture over serial: the firmware answers the line DEKI:SCREENSHOT on its console with the frame on screen (base64, with a CRC), for the editor's device_screenshot. Started at boot (DekiESP32HALInitSystem, PACKAGE_HAS_SYSTEM_INIT); a USB Serial/JTAG console is read from its FIFO, a UART one through stdin. A frame takes about a second to send; the game waits for it, and that second is not counted as frame time, so nothing timed jumps ahead.
  • DEKI:PROFILE turns on deki-rendering's render profiler and then reports where the render time went since the request before, per component type. DEKI:SCENE <guid> opens that scene, for measuring each scene without pressing through the game.

Changed

  • minEngine 0.18.2: the frame statistics read the engine's GetLastFrameTimings.
  • ESP32-S3 builds use 64-byte data cache lines, which make a frame in PSRAM quicker to draw and send. The cache stays 32 KB: 64 KB takes 32 KB more of internal RAM, which a scene with many sprites ran out of.

Fixed

  • A UART ignored its baudRate and ran at 9600. Only the key baud was read, and deki-gps and the components name it baudRate, so a GPS sending at 38400 (the T-Deck Plus's) was never understood. Both keys are read.
  • A console reply's last bytes stayed on the board until the next reply pushed them out, so device_stats said the board did not answer. The USB Serial/JTAG console sends what it holds when flushed, and a flush made while the packet before is still going out is lost; it is now made again once the console takes it.
  • A flash with no port named (MCP's deploy_build, the CLI) picks one: the only serial port there is, or, with several, the first that answers as an ESP32. It failed with "No board found" even with a board plugged in.
  • Windows: an installed esptool showed as not installed. The editor unpacks its archive straight into espressif/esptool, and the toolchain definition looked for esptool.exe a folder deeper.
  • Windows: ESP-IDF's setup and builds work on a machine with no Python of its own. The Python component was python.org's embeddable build, which has no venv, ensurepip or pip, so ESP-IDF's install.bat could not create its environment; and nothing put it on PATH, so install.bat and export.bat found only the Microsoft Store's stub and stopped with 9009. It is now the Python Software Foundation's full portable build (the python package on nuget.org, pinned by SHA-256), on PATH for install.bat (pathEntries, which needs the editor that reads them) and for export.bat in every build. An installed copy of the old one shows as not installed; install it again.
  • The build's PATH is set in one set: a second set PATH=...PATH%... on the same cmd line expands PATH% to the value before the first and dropped what it added.
  • A flash with no board connected, or with a refused port, fails with the reason ("No board found on a serial port..."). It used to stop without a result, so the build status stayed "Flashing firmware..." for good.

Earlier releases: CHANGELOG.md.


Generated from the package's reflection data (engine 0.19.0). Property names are the keys used in scene files. Renames keep an alias (compatibility).