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Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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Components and settings sections the engine itself provides, available in every project without any package.
| Component | Category | Description |
|---|---|---|
| PlatformSetupComponent | System | Runs each Setup Component in order at boot, then loads the startup scene. |
| RendererComponent | Core | |
| ScreenAnchor | Core | Keeps the object at a point on the screen, such as a corner, on every screen size. |
| SetupComponent | System |
Runs each Setup Component in order at boot, then loads the startup scene.
Inspector name: Platform Setup Component · Category: System · Type: Deki::PlatformSetupComponent · Flags: boot scene only
| Property | Type | Default |
|---|---|---|
| setupComponents | Array<ObjectRef> | [] |
Inspector name: Renderer Component · Category: Core · Type: DekiRendering::RendererComponent · Flags: abstract
| Property | Type | Constraints | Description |
|---|---|---|---|
| sortingOrder | int32 | Draw order against other renderers. Higher draws on top. | |
| ignoreClip | bool | Draw even when an ancestor clips its children. For something that must escape its container, like a dropdown. | |
| pixelSnap | bool | Round the final position to whole pixels. Keeps pixel art crisp; leave it off for something that should move smoothly at small steps. | |
| alphaMode | enum | Blend, OrderedDither | How partial-alpha pixels are rendered. Blend = smooth alpha blend (slower, no artifacts). OrderedDither = stippling pattern (much faster, visible dither — best for fades and retro pixel art). |
Keeps the object at a point on the screen, such as a corner, on every screen size.
Inspector name: Screen Anchor · Category: Core · Type: Deki::ScreenAnchor
| Property | Type | Default | Constraints | Description |
|---|---|---|---|---|
| anchor | enum | "TopLeft" | TopLeft, Top, TopRight, Left, Center, Right, BottomLeft, Bottom, BottomRight | The point on the screen the object stays at. |
| offsetX | float | 0 | in m | Distance from the anchor to the right. Negative goes left. |
| offsetY | float | 0 | in m | Distance from the anchor upwards. Negative goes down. |
| update | enum | "Always" | Always, Once | Always: every frame, so it follows the camera and the screen size. Once: when the game starts drawing, then it stays put. |
Inspector name: Setup Component · Category: System · Type: Deki::SetupComponent · Flags: abstract
No reflected properties.
Project settings section Core (CoreProjectSettings).
Category: Settings · Type: Deki::CoreProjectSettings
| Property | Type | Default | Constraints | Description |
|---|---|---|---|---|
| capFps | bool | true | Cap play-mode FPS at the target frame rate below. Disable to let the game run at the editor's refresh rate (typically 60 Hz with vsync). | |
| targetFps | int32 | 60 | 1 to 240 | Target frame rate (FPS) when capping is enabled. The game tries to hit this rate; if the hardware can't keep up it runs slower. Ignored when 'Cap FPS' is off. |
Project settings section Units (UnitProjectSettings).
Category: Settings · Type: Deki::UnitProjectSettings
| Property | Type | Default | Constraints | Description |
|---|---|---|---|---|
| inspectorUnit | enum | "Pixels" | Pixels, Meters | Inspector display preference. Pixels: physical-quantity fields show as px / px/s / px/s². Meters: same fields show as m / m/s / m/s². Internal storage is always meters either way. |
| pixelsPerMeter | float | 16 | 1 to 1024 | World scale: how many framebuffer pixels render one meter of world space. Drives inspector px<->m conversion and the default zoom of new cameras (CameraComponent::pixelsPerMeter sentinel). |
| temperatureUnit | enum | "Celsius" | Celsius, Fahrenheit | Temperature scale shown in the inspector. Storage is always degrees Celsius; this only changes what you read and type. |