Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Namespaces | Functions
World.cpp File Reference
#include "World.h"
#include "CollisionMap.h"
#include "VideoGame.h"
#include "InputsManager.h"
#include "system/ViewportManager.h"
#include "OlympeTilemapEditor/include/LevelManager.h"
#include "ECS_Systems_AI.h"
#include "ECS_Systems_Animation.h"
#include "Animation/AnimationManager.h"
#include "BlueprintEditor/WorldBridge.h"
#include "TiledLevelLoader/include/ParallaxLayerManager.h"
#include "TiledLevelLoader/include/LevelParser.h"
#include "TiledLevelLoader/include/TiledToOlympe.h"
#include "TiledLevelLoader/include/TiledDecoder.h"
#include "TiledLevelLoader/include/TilesetCache.h"
#include "TiledLevelLoader/include/TilesetParser.h"
#include "TiledLevelLoader/include/TiledStructures.h"
#include "TiledLevelLoader/include/IsometricProjection.h"
#include "PrefabScanner.h"
#include "prefabfactory.h"
#include "ParameterResolver.h"
#include "ParameterSchema.h"
#include "ComponentDefinition.h"
#include "DataManager.h"
#include "GameEngine.h"
#include "../SDL/include/SDL3_image/SDL_image.h"
#include <algorithm>
#include <chrono>
#include <cctype>
#include <iostream>
#include <iomanip>
#include <fstream>
#include <set>
#include "TiledLevelLoader/include/tiled_constants.h"
#include "TiledLevelLoader/include/TiledLevelLoader.h"
#include "ECS_Components_AI.h"
#include "AI/BehaviorTreeDependencyScanner.h"
#include "AI/BehaviorTree.h"
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Namespaces

namespace  anonymous_namespace{World.cpp}
 

Functions

void RegisterInputEntityWithManager (EntityID e)
 
bool anonymous_namespace{World.cpp}::IsCollisionLayer (const std::shared_ptr< Olympe::Tiled::TiledLayer > &layer)
 
ComponentParameter anonymous_namespace{World.cpp}::JsonValueToComponentParameter (const nlohmann::json &value)
 

Function Documentation

◆ RegisterInputEntityWithManager()

void RegisterInputEntityWithManager ( EntityID  e)
Examples
/home/runner/work/Olympe-Engine/Olympe-Engine/Source/World.h.

Definition at line 49 of file World.cpp.

References InputsManager::Get(), GetComponentTypeID_Static(), and InputsManager::RegisterInputEntity().

Referenced by World::HandleSpecialComponentRegistration().

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