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Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
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Classes | |
| struct | DekiEditor::AssetData |
| Asset data stored in .data sidecar files. More... | |
Namespaces | |
| namespace | DekiEditor |
Functions | |
| bool | DekiEditor::LoadAssetData (const std::string &path, AssetData &out) |
| Load asset data from a .data file. | |
| bool | DekiEditor::SaveAssetData (const std::string &path, const AssetData &data) |
| Save asset data to a .data file. | |
| std::string | DekiEditor::GetAssetDataPath (const std::string &assetPath) |
| Get the .data file path for an asset. | |
| std::string | DekiEditor::ReadAssetGuid (const std::string &assetPath) |
| Read asset GUID from .data sidecar file. | |
| std::string | DekiEditor::GetOrCreateAssetGuid (const std::string &assetPath) |
| Get or create asset GUID (creates .data file if needed). | |
| std::string | DekiEditor::GenerateDeterministicGuid (const std::string &seed) |
| Generate a deterministic GUID from a seed string (for derived assets like font sizes). | |
| std::string | DekiEditor::GenerateGuid () |
| Generate a random GUID. | |