DEKI/ENGINE docs
Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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EditorUI.h File Reference

Classes

class  DekiEditor::EditorUI
 The editor's UI controls and inspector drawing, for CustomEditor code: auto& ui = EditorUI::Get(); ui.DrawDefaultInspector(); ui.PropertyField("speed");. More...
struct  DekiEditor::EditorUI::FloatCallbacks
struct  DekiEditor::EditorUI::IntCallbacks
struct  DekiEditor::EditorUI::VecCallbacks
struct  DekiEditor::EditorUI::EnumCallbacks
struct  DekiEditor::EditorUI::TextCallbacks
struct  DekiEditor::EditorUI::EditCallbacksBytes
struct  DekiEditor::EditorUI::WidgetBackend

Namespaces

namespace  Deki
namespace  DekiEditor

Macros

#define DRAW_PROPERTY_FIELD(ComponentType, member)
 Draws a property by member: DRAW_PROPERTY_FIELD(SpriteComponent, width);.

Macro Definition Documentation

◆ DRAW_PROPERTY_FIELD

#define DRAW_PROPERTY_FIELD ( ComponentType,
member )
Value:
DekiEditor::EditorUI::Get().PropertyField(offsetof(ComponentType, member))
void PropertyField(size_t offset)
Draws one property by member offset: offsetof(ComponentType, member).
static EditorUI & Get()

Draws a property by member: DRAW_PROPERTY_FIELD(SpriteComponent, width);.