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

Namespaces

namespace  DekiEditor

Functions

bool DekiEditor::ParseTextureFormat (const std::string &name, TextureFormat &out)
 A texture format by the name the sidecar and the inspector use.
const char * DekiEditor::TextureFormatName (TextureFormat f)
bool DekiEditor::ParseColorFormat (const std::string &name, Deki::ColorFormat &out)
 A screen format by the name a platform file uses ("RGB565", ...).
const char * DekiEditor::ColorFormatName (Deki::ColorFormat f)
TextureFormat DekiEditor::AutomaticTextureFormat (Deki::ColorFormat screen, bool hasAlpha)
 The format Automatic picks for a screen of this format.
TextureFormat DekiEditor::ResolveTextureFormat (const std::string &assetFormat, const std::string &targetFormat, Deki::ColorFormat screen, bool hasAlpha)
 The stored format for one target.

Variables

constexpr const char * DekiEditor::kAutomaticFormat = "Automatic"