Olympe Engine 2.0
2D Game Engine with ECS Architecture
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PropertyEditorPanel.h
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1#pragma once
2
3#include <string>
4#include <vector>
5#include <memory>
6#include "./../../vector.h"
8#include "../../Editor/Modals/BehaviorTreeFilePickerModal.h"
9
10// Forward declaration for NodePropertiesPanel stub (moved to PropertyEditorPanel)
11class NodePropertiesPanel;
12
13namespace Olympe
14{
16 {
17 public:
20
21 void Initialize();
23
24 // Selection management
25 void SetSelectedNode(NodeId nodeId);
26 NodeId GetSelectedNode() const;
27 void ClearSelection();
28
29 // Property editing
30 bool HasSelectedNode() const;
31 void ApplyChanges();
32
33 private:
36 std::unique_ptr<Olympe::BehaviorTreeFilePickerModal> m_behaviorTreeModal;
37
38 // Rendering helpers
39 void RenderNodeInfo();
41 };
42}
ComponentTypeID GetComponentTypeID_Static()
Definition ECS_Entity.h:56
void Render(EntityPrefabGraphDocument *document)
std::unique_ptr< Olympe::BehaviorTreeFilePickerModal > m_behaviorTreeModal
EntityPrefabGraphDocument * m_document
< Provides AssetID and INVALID_ASSET_ID
uint32_t NodeId
const NodeId InvalidNodeId