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Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
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Engine-core project settings that are not tied to a specific subsystem. More...
#include <CoreProjectSettings.h>
Inherits DekiComponent.
Public Attributes | |
| bool | capFps = true |
| int32_t | targetFps = 60 |
Additional Inherited Members | |
| Public Member Functions inherited from DekiComponent | |
| DekiComponent () | |
| virtual | ~DekiComponent ()=default |
| DekiComponent (const DekiComponent &)=delete | |
| DekiComponent & | operator= (const DekiComponent &)=delete |
| virtual ComponentType | GetType () const =0 |
| virtual ComponentType | GetBaseType () const |
| virtual DekiBehaviour * | AsBehaviour () |
| virtual bool | DeclaresUpdate () const |
| Does this class (or a reflected base) declare Update()? | |
| DekiObject * | GetOwner () const |
| void | SetOwner (DekiObject *owner) |
| virtual void | LoadAssets () |
| Load assets needed by this component. | |
| virtual void | UnloadAssets () |
| Unload/clear assets held by this component. | |
| virtual void | RuntimeUpdate (float deltaTime) |
| Update this component (runtime only). | |
| virtual void | OnAssetRefResolved (const char *propertyName, void *asset, const char *guid) |
| Called after an AssetRef property is resolved by LifecycleManager. | |
| virtual bool | NeedsAssetLoading () const |
| Check if this component needs asset loading. | |
| virtual bool | NeedsRuntimeUpdate () const |
| Check if this component needs runtime updates. | |
| virtual bool | Deserialize (SceneFormat::SceneMsgPackParser &parser, uint32_t mapSize) |
| Deserialize component data from MessagePack. | |
| virtual void | ResolveObjectRefs (class Scene *scene) |
| Resolve all ObjectRef properties in this component. | |
| virtual void | RemapObjectRefs (const std::unordered_map< uint32_t, uint32_t > &idRemap) |
| Remap ObjectRef IDs after cloning/instantiation. | |
| bool | HasRefsResolved () const |
| void | MarkRefsResolved () |
| void | ResetRefsResolved () |
| virtual void | OnPropertyChanged (const char *propertyName) |
| Called when a property is modified via the editor. | |
| Static Public Attributes inherited from DekiComponent | |
| static constexpr ComponentType | StaticType = 0 |
| Protected Attributes inherited from DekiComponent | |
| DekiObject * | m_Owner |
| bool | m_RefsResolved |
Engine-core project settings that are not tied to a specific subsystem.
Registered under the "Core" section. Frame pacing lives here rather than with the framebuffer: targetWidth/targetHeight/colorFormat are the contract handed to IDekiRenderSystem::Setup() and are dictated by the target hardware, while capping is a property of the engine's frame loop. Nothing passes these to a renderer, and they still apply with no rendering package installed at all.
| bool CoreProjectSettings::capFps = true |
| int32_t CoreProjectSettings::targetFps = 60 |