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Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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| CDeki::AllocContext | Who asked for an allocation, filled in by the compiler |
| CDekiEditor::EditorHttpUtils::ArchiveLink | A symbolic link in an archive: its entry name and the path it points to, as the archive stores them |
| CDekiEditor::AssetCacheContext | Everything a cache handler needs to write the cache files for one asset |
| CDekiEditor::AssetData | What an asset's .data sidecar file holds: its GUID and its import settings as JSON, keyed by type name |
| CDekiEditor::AssetDatabase | Static asset import and GUID lookup for editor tools, like Unity's AssetDatabase |
| CDekiEditor::AssetExportContext | What an asset export encoder is given |
| CDekiEditor::AssetExportTarget | The target an asset is stored for: a platform and its screen's format |
| CDekiEditor::AssetFileWatcher | OS file watcher that feeds AssetPipeline::Tick() |
| CDeki::LoadedPack::AssetInfo | |
| CDekiEditor::AssetInfo | A discovered asset |
| CDeki::AssetLookupTable | |
| CDeki::AssetManager | |
| CDeki::AssetPackReader | |
| CDekiEditor::AssetPicker | Asset picker popup |
| CDekiEditor::AssetPickerEntry | |
| CDekiEditor::AssetPipeline | The asset import pipeline, like Unity's: finds assets, gives them GUIDs and compiles them into the cache |
| CDeki::AssetRefBase | The untyped part of AssetRef, so the asset system can reach guid and ptr without knowing T |
| CDeki::AssetRef< T > | Typed asset reference: use it like a T* |
| CDekiEditor::AssetTypeEditorRegistry | |
| CDekiEditor::AssetTypeHandler | |
| CDekiEditor::AssetTypeRegistry | |
| CDekiEditor::AtlasFrame | |
| CDeki::AutoSetupRegistrar< T, Phase > | |
| CDeki::Buffer< T > | Owning array of T, freed when it goes out of scope |
| CDekiEditor::BuilderDefinition | |
| CDekiEditor::BuilderRegistry | The available firmware builders: the backends packages and plugins contribute, plus builder DLL plugins loaded from ~/.deki-editor/builders/ |
| CDekiEditor::BuildOptions | |
| CDekiEditor::BuildProgress | |
| CDekiEditor::BuildStripSettings | |
| CDekiEditor::ChromaKeySettings | |
| CDekiEditor::CliToolContext | What a package's CLI tool may use of the running editor |
| CDeki::Color | An RGBA colour, 8 bits per channel, with conversions to and from packed formats (RGB565, RGB888, ARGB8888, RGBA8888), floats and HSV |
| CDekiEditor::Command | An undoable edit |
| CDekiEditor::CompoundCommand | Several commands undone and redone as one |
| CDekiEditor::CommandHistory | The undo/redo history. Commands that arrive close together can merge |
| CDeki::Component | The base class of every component |
| CDeki::CoreProjectSettings | |
| CDeki::PlatformSetupComponent | Runs the boot scene's SetupComponents (such as SDCardComponent) one at a time, in order, waiting for each to finish, then loads the startup scene |
| CDeki::ScreenAnchor | Keeps its object at a point on the screen, such as the top-left corner, on every screen size and while the camera moves |
| CDeki::SetupComponent | Base class for components that need asynchronous setup at boot |
| CDeki::UnitProjectSettings | |
| CDekiEditor::ComponentDef | |
| CDeki::ComponentFactory | Creates components by type id and tells which class an id belongs to |
| CDeki::ComponentMeta | Component metadata for runtime reflection |
| CDeki::ComponentRegistry | |
| CDeki::ComponentsMigrationRegistrar | |
| CDeki::ComponentTypeInfo | Everything the engine knows about one component class |
| CDekiEditor::ComponentUsage | |
| CCoreDependency | A dependency the editor manages itself; the user never edits it |
| CDekiEditor::CreateMenuEntry | An item in the hierarchy's right-click "Create Object" menu, registered by a package |
| CDekiEditor::CreateMenuRegistry | |
| CDekiEditor::CustomEditorRegistry | |
| CDekiEditor::DeadMemory | Memory that is about to be freed, described as byte ranges |
| CDekiEditor::DecodedImage | |
| CDekiBuilderAbi | What the plugin was compiled against |
| CDekiReflectionAbi | Layout fingerprint of the structs that cross DLL boundaries |
| CDependencyInfo | |
| CDekiEditor::DeployTarget | One thing a build can be deployed to, as the backend enumerates them |
| CDekiEditor::DialogButtonSpec | |
| CDeki::ProjectSettings::DisplaySettings | |
| CDekiEditor::DownloadProgress | |
| CDeki::DPackEntry | |
| CDeki::DPackHeader | |
| CDekiEditor::EditorUI::EditCallbacksBytes | |
| CDekiEditor::EditorApplication | The editor's state as seen by EditorWindow and CustomEditor code, like Unity's static editor access: auto& app = EditorApplication::Get(); const char* projectPath = app.GetProjectPath(); Deki::Object* selected = app.GetActiveObject(); |
| CDekiEditor::EditorAssets | Loads assets onto the GPU for the editor, cached by GUID: uint32_t texId = EditorAssets::Get()->LoadTexture(guid, &w, &h); Deki2D::BitmapFont* font = EditorAssets::Get()->GetBitmapFont(bakedGuid); |
| CDekiEditor::EditorExtension | |
| CDekiEditor::AssetTypeEditor | |
| CDekiEditor::CliTool | A tool a package adds to the editor's command line and MCP server |
| CDekiEditor::CustomEditor | Custom editor for one component type, like Unity's CustomEditor: it can replace the component's Inspector UI and tell the scene view its size |
| CDekiEditor::FileInspector | |
| CDekiEditorInternal::EditorFactoryInfo | How to make one kind of editor extension |
| CDekiEditor::EditorHttpUtils | HTTP and archive helpers for the whole editor |
| CDekiEditor::EditorPaths | Where the editor keeps its files |
| CDekiEditorInternal::EditorRegistrar< T > | Registers editor class T at static init: a static prototype for metadata, and a factory that makes new instances on demand |
| CDekiEditorInternal::EditorRegistry | Collects the editor factories that static initializers register when a DLL loads |
| CDekiEditor::EditorSettings | The editor's own settings, saved per user |
| CDekiEditor::EditorUI | The editor's UI controls and inspector drawing, for CustomEditor code: auto& ui = EditorUI::Get(); ui.DrawDefaultInspector(); ui.PropertyField("speed"); |
| CDekiEditor::EditorWindow | Base class for standalone editor windows |
| CDekiEditor::EditorWindowMeta | |
| CDeki::Engine | Engine singleton: owns the scene system, lifecycle and frame loop |
| CDeki::EngineHost | |
| CDeki::EngineSettings | |
| CDekiEditor::EditorUI::EnumCallbacks | |
| CDekiEditor::AssetFileWatcher::Event | |
| CDekiEditor::FallbackDef | |
| CDekiEditor::FeatureDecision | |
| CDekiEditor::CMakeGen::FeatureEntry | One entry of a package's "features": a compile definition the package brings, the component types it provides, and whether it may be left out |
| CDeki::FieldRef | Compact field descriptor, the one piece of reflection on every platform |
| CDeki::ProjectSettings::FileHeader | |
| CDekiEditor::FileInspectorRegistry | |
| CDeki::FileSystem | Holds the process-wide filesystems |
| CDekiEditor::EditorUI::FloatCallbacks | |
| CDeki::FPSCounter | |
| CDeki::Engine::FrameTimings | How long the parts of a frame took, in milliseconds of the engine's clock: update (input, lifecycle, update callbacks), render and present |
| CDekiEditor::CMakeGen::FrameworkDependency | One thing a package needs from a build framework, from package.json: "dependencies": { "<framework id>": [ "bare-name", { "name": "...", ... } ] } |
| CDekiEditor::GuidCache | Maps asset paths to GUIDs, read from the .data sidecar files and cached in a JSON file |
| CDeki::Texture2D::Header | Header of a texture file. The file is [Header][pixel data][metadata] |
| CDekiEditor::IAssetImporter | Base interface for asset importers |
| CDekiEditor::TextureImporter | |
| CDekiEditor::IBuildActivitySink | |
| CDeki::ICamera | Camera interface for coordinate conversion |
| CDeki::IClipProvider | |
| CDeki::IDisplay | What a display package implements: setup, presenting frames, events and UI overlays |
| CDeki::IFileSystem | What a filesystem package implements: file operations, path conversion and USB storage mode |
| CDeki::IInputSystem | The input system as the engine sees it, so it need not link to the implementation in the input package DLL |
| CDeki::IMemoryProvider | The platform's memory, as the engine sees it, so the engine has no platform-specific allocation code: a microcontroller with external RAM uses its SDK's capability allocator, a part without it or a desktop uses malloc |
| CDeki::HostMemoryProvider | Memory provider over the C heap (malloc/free), for any host with a normal C library heap: the editor, desktop and simulator builds, tests |
| CDekiEditor::ImportResult | |
| CDekiEditor::EditorUI::IntCallbacks | |
| CDeki::IPackage | What a hardware peripheral package (SD card, GPS, WiFi, ...) implements |
| CIPackageInstaller | How packages get installed |
| CIPackageSource | Where packages come from |
| CDekiEditor::IPlatformEditorUI | A builder's own settings UI in the platform editor |
| CDeki::IPower | Device power management (sleep and wake) |
| CDeki::IRenderSystem | The render system as the engine sees it, so it need not link to the implementation in the rendering package DLL |
| CDeki::ISortableProvider | |
| CDekiEditor::ITargetBuilder | A build backend: everything the editor knows about one kind of target |
| CDekiEditor::FirmwareBuilderBase | |
| CDeki::ITimeProvider | The platform's millisecond clock, such as SDL_GetTicks() on SDL3 or esp_timer_get_time() / 1000 on ESP32 |
| CDekiEditor::Localization::Language | |
| CDeki::LoadedPack | |
| CDeki::LogSystem | |
| CDeki::Mat4 | 4x4 matrix in the layout OpenGL/GLSL expect: column-major, m[col][row] |
| CDeki::Memory | The engine's memory, in named regions |
| CDeki::MemoryStats | |
| CDekiEditor::NodeCanvas | |
| CDekiEditor::NodeCanvasEvents | What happened this frame. Every field is false or zero unless its event fired |
| CDekiEditor::NodeCanvasLink | One link to draw, by node ids and pin indices |
| CDekiEditor::NodeCanvasNode | One node to draw. Pin labels are for display; events report pin indices |
| CDekiEditor::NodeCanvasPalette | Canvas colours, packed as EditorUI::Rgba does: a<<24 | b<<16 | g<<8 | r |
| CDeki::NodeRef | |
| CDeki::Object | |
| CDeki::ObjectRefBase | |
| CDeki::ObjectRef< T > | An object reference the user assigns in the editor |
| CDeki::PackageConfig | Runtime configuration of one hardware package on a board: pin assignments (GPIO numbers) and string settings, loaded from the platform JSON |
| CDekiEditor::PackageDecision | |
| CDekiEditor::EditorSettings::PackageDepInfo | |
| CDekiEditor::CMakeGen::PackageEntry | Package manifest data, parsed from package.json and package.cmake |
| CPackageEntry | One package as the package manager sees it |
| CDeki::PackIndexEntry | |
| CDekiEditor::PickerItem | One entry in a SchematicPicker list |
| CDekiEditor::PlatformConfig | What the editor knows about a platform: its identity, the framework whose backend builds for it, that backend's settings (carried, not interpreted), its screen, compiler flags, what it offers packages and what it needs from them, and the scene it boots |
| CDekiEditor::PlatformOriginStatus | |
| CDekiEditor::PlatformRegistry | The available platforms, all loaded from JSON: the project's own, those its packages offer, and board packs |
| CDekiEditor::PlatformSyncResult | |
| CDekiEditor::PlatformTemplate | |
| CDekiEditor::PostInstallDef | |
| CDeki::Power | |
| CDeki::PropertyBinding | A resolved PropertyRef: where the field lives and what it is |
| CDeki::PropertyInfo | Property metadata, one per component type and field |
| CDeki::PropertyRef | A picked field of a component on an object |
| CDeki::Rect | |
| CDeki::Memory::Region | Where an allocation lives |
| CDekiEditor::Motion::RowHover | List rows that ImGui draws (tree nodes, selectables) with a fading highlight |
| CDeki::ProjectSettings::RuntimeSettings | |
| CDeki::Scene | A scene: objects with components, and Deki's basic unit of content |
| CDeki::SceneFormat::SceneMsgPackParser | MessagePack parser for compiled scene files, made for embedded targets: it allocates nothing and its recursion depth is capped (kMaxDepth) |
| CDeki::SceneFormat::SceneMsgPackWriter | Writes a scene in the compiled MessagePack format (editor only) |
| CDeki::SceneSystem | Loads and owns the root scene, the scene that is running, and keeps the persistent objects that outlive scene changes |
| CDekiEditor::SceneView | The scene view's current render context, for gizmo code to read: |
| CDekiEditor::SceneViewContext | Everything BeginObject() needs to set up an object's gizmo context |
| CDekiEditor::Localization::ScopedPackage | While it lives, Tr and TrLabel look in package's own table first, so text a package's class shows (its component, property and enum names) reads as that package translates it even when the editor or another package translates the same English word differently: deki-fsm's "Add" (an arithmetic operation) is not the editor's "Add" button |
| CDeki::SettingsRegistry | Registry of project-settings types, which packages can add to |
| CDeki::SettingsTypeInfo | |
| CDeki::IPower::SleepInfo | |
| CDekiEditor::SpriteFrameData | A sprite frame's pixel rect within its texture, registered by frame GUID and used for rendering |
| CDekiEditor::SpriteSettings | |
| CDekiEditor::StripPlan | |
| CDekiEditor::SubAssetInfo | An item inside a parent asset, such as a sprite frame or a LOD level |
| CDekiEditor::SubComponentDef | |
| CDekiEditor::TargetContentConflict | |
| CDekiEditor::TexData | |
| CDekiEditor::TexHeader | |
| CDekiEditor::EditorUI::TextCallbacks | |
| CDeki::Texture2D | |
| CDekiEditor::TextureSettings | |
| CDekiEditor::TextureTargetSettings | One target's own values |
| CDeki::Time | The engine's clock, independent of the platform |
| CDekiEditor::ToolchainComponent | |
| CDekiEditor::ToolchainComponentManager | Manages a builder's toolchain components as its BuilderDefinition describes them: detects them, downloads and installs them, and checks for updates |
| CDekiEditor::ToolchainVersionInfo | |
| CDeki::Detail::TypeNameProbe | |
| CDeki::Detail::TypeNameStorage< T, Seq > | |
| CDeki::Detail::TypeShortNameStorage< T, Seq > | |
| CDekiEditor::EditorUI::VecCallbacks | |
| CDeki::Vector< T > | Growable array of T whose growth can fail |
| CDeki::Vector2 | 2D vector for positions, directions and scales |
| CDeki::Vector3 | 3D vector for positions, directions, scales and rotations |
| CDekiEditor::VersionCheckDef | |
| CDekiEditor::EditorUI::WidgetBackend |