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Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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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 |
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.
| std::string DekiEditor::AssetExportTarget::platformId |
| Deki::ColorFormat DekiEditor::AssetExportTarget::colorFormat = Deki::ColorFormat::ARGB8888 |
| Deki::Storage::Location DekiEditor::AssetExportTarget::assetStorage = Deki::Storage::Internal |