Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
 NDeki
  CAssetLookupTable
  CAssetManager
  CAssetPackReader
  CAssetRefType-safe asset reference wrapper
  CAssetRefBaseBase class for type-erased access to AssetRef
  CColorRGBA colour with packed-format conversions (RGB565, RGBA8888)
  CDPackEntry
  CDPackHeader
  CLoadedPack
   CAssetInfo
  CPackIndexEntry
 NDekiEditor
  CAssetCacheContextContext passed to asset cache handlers
  CAssetDataAsset data stored in .data sidecar files
  CAssetDatabaseUnity-like asset database for editor tools
  CAssetFileWatcherOS-level file watcher that feeds AssetPipeline::Tick()
   CEvent
  CAssetInfoInformation about a discovered asset
  CAssetPicker
  CAssetPickerEntry
  CAssetPipelineAsset pipeline service - handles GUID creation, caching, and asset discovery
  CAssetTypeEditor
  CAssetTypeEditorRegistry
  CAssetTypeHandler
  CAssetTypeRegistry
  CAtlasFrame
  CChromaKeySettings
  CCommandBase interface for undoable commands
  CCommandHistoryManages undo/redo command history with support for command merging
  CCompoundCommandGroups multiple commands into a single undoable operation
  CCreateMenuEntryEntry for the hierarchy "Create Object" context menu
  CCreateMenuRegistry
  CCustomEditorCustom editor for a specific component type
  CCustomEditorRegistry
  CDeadMemoryMemory that is about to be freed, described as byte ranges
  CDecodedImage
  CEditorApplicationMain editor application singleton (facade)
  CEditorAssetsEditor-only asset utilities for GPU resource management
  CEditorExtension
  CEditorHttpUtilsStatic HTTP/archive utility functions used across the editor
  CEditorPathsEditorPaths
  CEditorUISingleton providing the editor UI controls + inspector drawing
   CFloatCallbacks
   CIntCallbacks
   CVecCallbacks
   CEnumCallbacks
   CTextCallbacks
   CEditCallbacksBytes
   CWidgetBackend
  CEditorWindowBase class for standalone editor windows
  CEditorWindowMeta
  CFileInspector
  CFileInspectorRegistry
  CGuidCacheCache for mapping asset paths to GUIDs using .data sidecar files
  CIAssetImporter
  CImportResult
  CNodeCanvas
  CNodeCanvasEventsWhat happened this frame
  CNodeCanvasLinkOne link to draw, by node ids + pin indices
  CNodeCanvasNodeOne node to draw
  CNodeCanvasPaletteCanvas colors (packed via EditorUI::Rgba: a<<24|b<<16|g<<8|r)
  CPickerItem
  CSceneViewSingleton providing current render context for scene view
  CSceneViewContextContext for rendering an object in the scene view Consolidates all parameters needed for BeginObject()
  CSpriteFrameDataRuntime sprite frame data (texture coordinates)
  CSpriteSettings
  CSubAssetInfoInformation about a sub-asset
  CTexData
  CTexHeader
  CTextureImporter
 NDekiEditorInternal
  CEditorFactoryInfoEditor factory info for runtime creation
  CEditorRegistryInternal registry for auto-registered editor extensions
  CEditorRegistrarAuto-registration helper template (factory-based)
 NProjectSettingsRuntime project settings loaded from dproject.bin
  CFileHeaderBinary file header for project settings
  CDisplaySettingsDisplay/rendering settings
  CRuntimeSettingsRuntime settings (version 3+)
  CPipelineConfig
 NSceneFormat
  CComponentFactoryCreates components by type id (see the file comment above)
  CSceneMsgPackParserEmbedded-friendly MessagePack parser for scene files No dynamic allocation, fixed stack depth
  CSceneMsgPackWriterMessagePack writer for saving scenes from editor
 CComponentRegistryRegistry for component metadata
 CCoreProjectSettingsEngine-core project settings that are not tied to a specific subsystem
 CDekiBehaviourBase class for components with lifecycle methods
 CDekiComponentBase class for all components (data-only)
 CDekiComponentMetaComponent metadata for runtime reflection
 CDekiEngineEngine singleton: owns the scene system, lifecycle and frame loop
 CDekiEngineHost
 CDekiEngineSettings
 CDekiFieldRefCompact field descriptor — the ONE piece of reflection that exists on every platform, embedded included
 CDekiFileSystemFile System Provider for handling different platform filesystem implementations
 CDekiFPSCounterFPS counter for tracking and displaying frame rate
 CDekiLogSystem
 CDekiMemoryMemory Provider for Deki Engine
 CDekiMemoryStatsMemory statistics structure
 CDekiObject
 CDekiPowerActive-driver registry and facade for power management
 CDekiPropertyInfoProperty metadata (stored per-component-type, not per-instance)
 CDekiProviderRegistryHeader-only typed wrapper around DekiProviderRegistryBase
 CDekiProviderRegistryBasePer-category provider registry that lives in deki-engine-core.dll
 CDekiRectA pixel rectangle, half-open: [left, right) x [top, bottom)
 CDekiReflectionAbiLayout fingerprint of the reflection structs that cross DLL boundaries
 CDekiSettingsRegistryRegistry for package-extensible project-settings types
 CDekiSettingsTypeInfoOne registered project-settings type plus its live instance
 CDekiTimeDeki Engine timing system
 CDekiVector22D vector for positions, directions, and scales
 CDekiVector33D vector for positions, directions, scales, and rotations
 CDekiWorldTransformEntity class - a container for components
 CDesktopFileSystemDesktop file system implementation using standard C file operations
 CDesktopMemoryProvider
 CDisplayProjectSettingsThe framebuffer contract: logical render resolution and color format
 CEditorAutoSetupRegistrar
 CEditorDisplayEditor implementation of display interface
 CICameraCamera interface for coordinate conversion
 CIClipProvider
 CIDekiDisplayAbstract interface for display package operations
 CIDekiFileSystemAbstract interface for filesystem package operations
 CIDekiInputSystemAbstract interface for the input dispatch system
 CIDekiPackageAbstract interface for hardware peripheral packages
 CIDekiPowerAbstract interface for device power management (sleep / wake)
  CSleepInfo
 CIDekiRenderSystemAbstract interface for the rendering system
 CIMemoryProvider
 CISortableProvider
 CITimeProviderAbstract interface for platform-specific time provider
 CLifecycleManagerManages DekiBehaviour lifecycle (InternalAwake, Awake, Start, Update)
 CMat44x4 column-major matrix used as the OpenGL/GLSL FFI bridge
 CMissingComponentPlaceholder for components whose type no longer exists
 CNodeRef
 CObjectRefObject reference wrapper for editor-assignable object IDs
 CObjectRefBaseBase class for type-erased ObjectRef access (used by engine)
 CPackageConfigConfiguration for a hardware package instance
 CPlatformSetupComponentOrchestrates sequential platform initialization of SetupComponents
 CPropertyBindingA resolved PropertyRef: where the field lives and what it is
 CPropertyRefA picked "field of a component on an object"
 CSceneRepresents a scene containing objects and components
 CSceneSystemSceneSystem class for managing the root scene
 CSetupComponentBase class for components that need async setup during boot
 CUnitProjectSettingsProject-wide unit settings (inspector display preference, world scale)