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Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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Classes | |
| struct | DekiEditor::AssetCacheContext |
| Everything a cache handler needs to write the cache files for one asset. More... | |
| struct | DekiEditor::AssetExportTarget |
| The target an asset is stored for: a platform and its screen's format. More... | |
| struct | DekiEditor::AssetExportContext |
| What an asset export encoder is given. More... | |
| struct | DekiEditor::AssetInfo |
| A discovered asset. More... | |
| class | DekiEditor::AssetPipeline |
| The asset import pipeline, like Unity's: finds assets, gives them GUIDs and compiles them into the cache. More... | |
Namespaces | |
| namespace | DekiEditor |
Typedefs | |
| using | DekiEditor::AssetCacheHandler = std::function<AssetCacheResult(const AssetCacheContext& ctx)> |
| Called by ProcessAsset for the extensions it is registered for. | |
| using | DekiEditor::AssetExportEncoder = std::function<bool(const AssetExportContext& ctx)> |
| Writes an asset the way a given target stores it. | |
Enumerations | |
| enum class | DekiEditor::AssetCacheResult { DekiEditor::NotCached , DekiEditor::Cached , DekiEditor::PreCached } |
| What a cache handler did. More... | |
Variables | |
| constexpr int | DekiEditor::kDekiCacheVersion = 5 |
| constexpr int | DekiEditor::kSceneCompileVersion = 2 |