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

Classes

class  Deki::SetupComponent
 Base class for components that need asynchronous setup at boot. More...
struct  Deki::AutoSetupRegistrar< T, Phase >

Namespaces

namespace  Deki

Macros

#define SETUP_COMPONENT_API
#define DEKI_REGISTER_EDITOR_AUTO_SETUP(ClassName)
 Runs when the editor finishes loading packages: every project open, and again after a hot reload.
#define DEKI_REGISTER_PLAY_AUTO_SETUP(ClassName)
 Runs when the user presses Play, not before.

Macro Definition Documentation

◆ SETUP_COMPONENT_API

#define SETUP_COMPONENT_API

◆ DEKI_REGISTER_EDITOR_AUTO_SETUP

#define DEKI_REGISTER_EDITOR_AUTO_SETUP ( ClassName)
Value:
static ::Deki::AutoSetupRegistrar<ClassName, ::Deki::SetupComponent::SetupPhase::EditorLoad> \
s_##ClassName##EditorAutoReg

Runs when the editor finishes loading packages: every project open, and again after a hot reload.

Keep it cheap and local. Anything that reaches the network or the outside world belongs in DEKI_REGISTER_PLAY_AUTO_SETUP.

◆ DEKI_REGISTER_PLAY_AUTO_SETUP

#define DEKI_REGISTER_PLAY_AUTO_SETUP ( ClassName)
Value:
static ::Deki::AutoSetupRegistrar<ClassName, ::Deki::SetupComponent::SetupPhase::PlayStart> \
s_##ClassName##PlayAutoReg

Runs when the user presses Play, not before.

For a setup with a side effect the user would want to have asked for.