DEKI/ENGINE docs
Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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DekiEditor::AssetExportTarget Struct Reference

The target an asset is stored for: a platform and its screen's format. More...

#include <C:/Users/kirby/Documents/Github/deki/deki-editor/deki-editor/include/deki-editor/AssetPipeline.h>

Public Attributes

std::string platformId
Deki::ColorFormat colorFormat = Deki::ColorFormat::ARGB8888
Deki::Storage::Location assetStorage = Deki::Storage::Internal

Detailed Description

The target an asset is stored for: a platform and its screen's format.

An image set to Automatic is stored in the format that suits this screen (TextureFormatResolve.h). The editor's own cache is stored for the project's active platform, so the editor shows what that target gets; an export for another target re-encodes through an AssetExportEncoder.

Member Data Documentation

◆ platformId

std::string DekiEditor::AssetExportTarget::platformId

◆ colorFormat

Deki::ColorFormat DekiEditor::AssetExportTarget::colorFormat = Deki::ColorFormat::ARGB8888

◆ assetStorage

Deki::Storage::Location DekiEditor::AssetExportTarget::assetStorage = Deki::Storage::Internal

The documentation for this struct was generated from the following file: