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

Classes

struct  DekiEditor::PlatformTemplate
struct  DekiEditor::PlatformOriginStatus
struct  DekiEditor::PlatformSyncResult

Namespaces

namespace  DekiEditor

Enumerations

enum class  DekiEditor::AdoptPlatformResult {
  DekiEditor::AlreadyDefined , DekiEditor::Adopted , DekiEditor::NoTemplate , DekiEditor::Ambiguous ,
  DekiEditor::Failed
}

Functions

std::vector< PlatformTemplate > DekiEditor::FindPlatformTemplates (const std::string &projectPath)
 Every template offered by a package installed in the project, sorted by platform id then package id.
AdoptPlatformResult DekiEditor::AdoptPlatformTemplate (const std::string &projectPath, const std::string &platformId, std::string &detail)
 Makes platformId the project's own, copying a template if needed.
bool DekiEditor::EnsureProjectPlatform (const std::string &projectPath, const std::string &platformId, std::string &err)
 Call first whenever a platform is used (opening a project on it, switching to it, building for it): adopts it if it is only on offer, and loads the adopted copy into PlatformRegistry.
void DekiEditor::RegisterPlatformTemplates (const std::string &projectPath)
 Registers in PlatformRegistry every template the project has not adopted, so a package's platforms can be seen and chosen before they are copied in.
PlatformOriginStatus DekiEditor::GetPlatformOrigin (const std::string &projectPath, const std::string &platformId)
 Where platformId came from and how it differs.
PlatformSyncResult DekiEditor::UpdatePlatformFromPackage (const std::string &projectPath, const std::string &platformId)
PlatformSyncResult DekiEditor::RestorePlatformFromPackage (const std::string &projectPath, const std::string &platformId)
unsigned DekiEditor::ProjectPlatformsRevision ()
 Goes up whenever the project's platforms or their origins may have changed (a reload, an adoption, an update, a restore), so a panel can cache GetPlatformOrigin instead of reading files every frame.
void DekiEditor::NoteProjectPlatformsChanged ()
void DekiEditor::ReloadProjectPlatforms (const std::string &projectPath)
 Rebuilds PlatformRegistry for the project from scratch: board packs, then what its installed packages offer, then its own.