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Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
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Namespaces | |
| namespace | AuthoredFormat |
Classes | |
| class | AssetLookupTable |
| class | AssetManager |
| class | AssetPackReader |
| struct | AssetRef |
| Type-safe asset reference wrapper. More... | |
| struct | AssetRefBase |
| Base class for type-erased access to AssetRef. More... | |
| class | Color |
| RGBA colour with packed-format conversions (RGB565, RGBA8888). More... | |
| struct | DPackEntry |
| struct | DPackHeader |
| struct | LoadedPack |
| struct | PackIndexEntry |
Functions | |
| std::string | GenerateDeterministicGuid (const std::string &seed) |
| Generate a deterministic GUID from a seed string. | |
| void | SetImGuiContext (void *context) |
| Set ImGui context for DLL boundary crossing. | |
| void | SetImGuiAllocators (void *(*allocFunc)(size_t sz, void *userData), void(*freeFunc)(void *ptr, void *userData), void *userData) |
| Share the host's ImGui allocators with this DLL. | |
Variables | |
| static constexpr char | DPACK_MAGIC [4] = { 'D', 'P', 'A', 'K' } |
| static constexpr uint32_t | DPACK_VERSION = 1 |
| std::string Deki::GenerateDeterministicGuid | ( | const std::string & | seed | ) |
Generate a deterministic GUID from a seed string.
Uses FNV-1a hash to generate a UUID-like string that is always the same for a given seed. Useful for generating cache GUIDs from source asset + parameters (e.g., "fontGuid:fontSize").
| seed | The seed string to hash |
| void Deki::SetImGuiContext | ( | void * | context | ) |
Set ImGui context for DLL boundary crossing.
The editor must call this before using any windows that use ImGui. This ensures that ImGui state is shared correctly across the DLL boundary.
| void Deki::SetImGuiAllocators | ( | void * | allocFunc (*)(size_t sz, void *userData), |
| void(* | freeFunc )(void *ptr, void *userData), | ||
| void * | userData ) |
Share the host's ImGui allocators with this DLL.
Sharing only the context is not enough: this DLL links its own copy of ImGui, so it also has its own GImAllocatorAllocFunc/FreeFunc defaulting to its CRT heap. Any ImGui object allocated on one side and freed on the other would then cross heaps. Call this BEFORE SetImGuiContext and before any ImGui use.
Signatures match ImGuiMemAllocFunc / ImGuiMemFreeFunc; spelled out here so the header does not have to pull in imgui.h.
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