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

Runs a Deki game as a Tactility app. Builds and installs into the Tactility simulator; the on-device build is not written yet

Repository: github.com/dekiengine/deki-tactility-integration · Latest release: 0.19.0 · Needs engine 0.19.0+ · Requires: deki-input

Install with DekiEditor --packages-add deki-tactility-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 Tactility Integration.

Components

Component Category Description
TactilityDisplaySetup Tactility Gives the game Tactility's display: the whole panel, or a window with the OS still running.
TactilityInputSetup Tactility Feeds Tactility's touch and keyboard into Deki's input system.

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
Display — on
Input — on

Component reference

TactilityDisplaySetup

Gives the game Tactility's display: the whole panel, or a window with the OS still running.

Inspector name: Tactility Display Setup · Category: Tactility · Type: DekiTactility::TactilityDisplaySetup

Property Type Default Constraints Description
mode enum "Panel" Panel, Window Panel takes the whole display over and stops LVGL, so the game owns every pixel. Window runs the game in an app window with LVGL and the OS still running around it, at the platform's screen size.

TactilityInputSetup

Feeds Tactility's touch and keyboard into Deki's input system.

Inspector name: Tactility Input Setup · Category: Tactility · Type: DekiTactility::TactilityInputSetup

No reflected properties.

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.

0.18.0

Changed

  • minEngine 0.18.0. Reflection ABI 21: the package must be rebuilt.
  • The boot scenes are saved in the current scene format, as the editor writes them, so an adopted board matches its package copy.
  • The Tactility board template uses externalMemorySize and keeps mcuChip in frameworkOptions, as the editor saves them.
  • Names follow the code style (deki-engine/docs/codestyle): types, functions and enum values are PascalCase, constants kPascalCase, members m_PascalCase, locals and parameters camelCase. The code is formatted with clang-format 22.
  • The functions the editor finds by name are PascalCase: DekiTactilityRegisterComponents, DekiTactilityGetAutoComponentCount, DekiTactilityEnsureRegistered and the rest. Built against engine ABI 21; a build of this package from before does not load and is rebuilt.

Fixed

  • A build picks up package source files added after it was first configured.

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).