Docs: https://dekiengine.github.io/deki-sdl3-integration/ (components and properties, generated from the code)
SDL3 display, input, and filesystem integration for the Deki Engine.
Part of Deki Engine.
Types live in DekiSdl3. Scene files store the qualified name, and so does code:
using namespace DekiSdl3;
obj->AddComponent<SomeComponent>();Scenes saved before 0.16.0 used bare names and still load; saving writes the current one.
Package Manager in the Deki Editor, or DekiEditor --packages-add deki-sdl3-integration <project>.
| Dependency | Type |
|---|---|
deki-input |
Deki package |
SDL3 (3.2.8) |
External (zlib License) |
SDL3Display::PresentRegions uploads only the changed rectangles of an RGB565
framebuffer (SDL_LockTexture with a rect) when the project's dirty-rect
tracking is on; the window is still redrawn from the texture every frame.
Other framebuffer formats use the whole-frame path.
Apache 2.0. See LICENSE.
Third-party licenses are listed in NOTICE.