ldk_scene_from_tml_with_systems
Load entities and scene-owned system data together, resolving references
with the same entity map. Systems is initialized with {0}; on failure its
previous contents are unchanged. The caller owns ECS cleanup on failure,
and must stop old systems before replacing a scene. No initialize runs.
LDK_API bool ldk_scene_from_tml_with_systems(
const char *source,
struct LDKSceneSystems *systems,
LDKSceneResult *result
);
Parameters
const char *source
- Source object or source data for this operation.
struct LDKSceneSystems *systems
- Scene systems configuration being read or written.
LDKSceneResult *result
- Optional result structure populated with error details.
Returns
True if the operation succeeds; false otherwise.
ldk_scene_load_tml_file_with_systems
Load scene TML file with systems.
LDK_API bool ldk_scene_load_tml_file_with_systems(
const char *path,
struct LDKSceneSystems *systems,
LDKSceneResult *result
);
Parameters
const char *path
- Path identifying the file or resource.
struct LDKSceneSystems *systems
- Scene systems configuration being read or written.
LDKSceneResult *result
- Optional result structure populated with error details.
Returns
True if the operation succeeds; false otherwise.
ldk_scene_to_tml_with_systems
Serialize a scene and its system configuration to TML.
LDK_API bool ldk_scene_to_tml_with_systems(
XStrBuilder *out,
const struct LDKSceneSystems *systems,
LDKSceneResult *result
);
Parameters
XStrBuilder *out
- Output object or buffer receiving the result.
const struct LDKSceneSystems *systems
- Scene systems configuration being read or written.
LDKSceneResult *result
- Optional result structure populated with error details.
Returns
True if the operation succeeds; false otherwise.