Olympe Engine 2.0
2D Game Engine with ECS Architecture
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WorldBridge.cpp
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1/*
2 * Olympe Blueprint Editor - World Bridge
3 *
4 * Provides hooks between World ECS and Blueprint Editor
5 * Allows World to notify editor of entity/component changes without direct dependency
6 */
7
8#include "WorldBridge.h"
9#include "BlueprintEditor.h"
11#include "../ECS_Entity.h"
12#include <cstdint> // Pour uint64_t
13
14// Bridge functions called by World (via extern declarations)
15// These avoid circular dependencies between World and BlueprintEditor
16
17extern "C" void NotifyEditorEntityCreated(uint64_t entity)
18{
19 // Notify BlueprintEditor backend (for Asset Browser runtime entities)
21
22 // Also notify EntityInspectorManager (for Inspector panel)
23 if (Olympe::EntityInspectorManager::Get().IsInitialized())
24 {
26 }
27}
28
30{
31 // Notify BlueprintEditor backend
33
34 // Also notify EntityInspectorManager
35 if (Olympe::EntityInspectorManager::Get().IsInitialized())
36 {
38 }
39}
ComponentTypeID GetComponentTypeID_Static()
Definition ECS_Entity.h:56
std::uint64_t EntityID
Definition ECS_Entity.h:21
void NotifyEditorEntityCreated(uint64_t entity)
void NotifyEditorEntityDestroyed(uint64_t entity)
void NotifyEntityDestroyed(uint64_t entityId)
void NotifyEntityCreated(uint64_t entityId)
static BlueprintEditor & Get()
static EntityInspectorManager & Get()