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Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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Classes | |
| struct | Deki::EngineSettings |
| struct | Deki::EngineHost |
| class | Deki::Engine |
| Engine singleton: owns the scene system, lifecycle and frame loop. More... | |
| struct | Deki::Engine::FrameTimings |
| How long the parts of a frame took, in milliseconds of the engine's clock: update (input, lifecycle, update callbacks), render and present. More... | |
Namespaces | |
| namespace | Deki |
Typedefs | |
| using | Deki::UpdateCallback = std::function<void(uint32_t deltaTime)> |
| using | Deki::GameUpdateCallback = std::function<void()> |
Enumerations | |
| enum class | Deki::ColorFormat { Deki::RGB565 = 0 , Deki::RGB888 = 1 , Deki::ARGB8888 = 2 , Deki::RGB565A8 = 3 } |
Functions | |
| constexpr size_t | Deki::FrameBufferBytes (ColorFormat format, int width, int height) |
| Bytes a width x height framebuffer of format occupies. | |
Variables | |
| constexpr bool | Deki::kRGB565BigEndian = false |