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

Classes

class  DekiEditor::IPlatformEditorUI
 A builder's own settings UI in the platform editor. More...
struct  DekiEditor::ToolchainComponent
struct  DekiEditor::BuildProgress
struct  DekiEditor::BuildOptions
struct  DekiEditor::DeployTarget
 One thing a build can be deployed to, as the backend enumerates them. More...
class  DekiEditor::ITargetBuilder
 A build backend: everything the editor knows about one kind of target. More...

Namespaces

namespace  DekiEditor

Typedefs

using DekiEditor::BuildOutputCallback = std::function<void(const std::string& line, bool isError)>
using DekiEditor::BuildProgressCallback = std::function<void(const BuildProgress&)>

Enumerations

enum class  DekiEditor::ToolchainComponentStatus { DekiEditor::Installed , DekiEditor::NotInstalled , DekiEditor::UpdateAvailable , DekiEditor::Installing }
enum class  DekiEditor::BuildState {
  DekiEditor::Idle , DekiEditor::Building , DekiEditor::Deploying , DekiEditor::Completed ,
  DekiEditor::Failed
}

Functions

void DekiEditor::DrawStringListEditor (const char *label, std::vector< std::string > &list, char *newItemBuffer, size_t bufSize)
 An editable list of strings: one row per entry with a remove button, and a field that appends.

Variables

constexpr const char * DekiEditor::kSimulationSceneDir = "simulation"
 Where a simulated build keeps its boot scene: this directory under the builder's build directory, as boot.scene.
constexpr const char * DekiEditor::kSimulationCardDir = "sd_card"
 What the simulated board's SD card holds, under kSimulationSceneDir: the assets, exported as the SD Card Deploy panel exports them, for a target that keeps them on the card; empty for one that keeps them inside.