Olympe Engine 2.0
2D Game Engine with ECS Architecture
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WorldBridge.h
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1/*
2 * Olympe Blueprint Editor - World Bridge Header
3 *
4 * Provides function declarations for World-to-Editor communication
5 * Include this header in both World.cpp and WorldBridge.cpp to avoid linker errors
6 */
7
8#pragma once
9
10#include <cstdint>
11
12// Bridge functions to notify Blueprint Editor of World changes
13// These use C linkage to avoid name mangling issues
14#ifdef __cplusplus
15extern "C" {
16#endif
17
18// Called by World when a new entity is created
20
21// Called by World when an entity is destroyed
23
24#ifdef __cplusplus
25}
26
27namespace Olympe
28{
29 /**
30 * @brief Register the TaskSystem publish callback that routes live
31 * task-runner state to NodeGraphPanel and InspectorPanel.
32 *
33 * Call once during editor initialization.
34 */
36
37 /**
38 * @brief Unregister the TaskSystem publish callback.
39 *
40 * Call during editor shutdown to prevent dangling callbacks into
41 * destroyed editor panels.
42 */
44
45} // namespace Olympe
46
47#endif
ComponentTypeID GetComponentTypeID_Static()
Definition ECS_Entity.h:56
void NotifyEditorEntityCreated(uint64_t entity)
void NotifyEditorEntityDestroyed(uint64_t entity)
< Provides AssetID and INVALID_ASSET_ID
void WorldBridge_UnregisterTaskCallback()
Unregisters the TaskExecutionBridge so that TaskSystem no longer publishes live state to the editor p...
void WorldBridge_RegisterTaskCallback()
Registers the TaskExecutionBridge with TaskSystem.