LDKEntityGroup
Stable read-only view of the entity membership bound to a system.
The view is valid for the duration of a system update callback. Structural
ECS changes performed by a callback are reflected before the next system
callback executes.
A grouping_id of 0 identifies the empty, unbound group.
typedef struct LDKEntityGroup{
u64 grouping_id;
const LDKEntity *entities;
u32 count;
}LDKEntityGroup;
ldk_system_registry_system_group_get
Get the system registry system group.
LDK_API const LDKEntityGroup * ldk_system_registry_system_group_get(
const LDKSystemRegistry *registry,
u64 id
);
Parameters
const LDKSystemRegistry *registry
- Registry on which the operation is performed.
u64 id
- Identifier of the target object.
Returns
Pointer to the requested object or data; NULL when unavailable.
ldk_system_registry_system_group_set
Change the entity group delivered to a registered system's update callback.
Engine-internal binding, resolved by the ECS from LDKSystemDesc requirements.
Scene start/stop must preserve it. Game code should use the ECS facade.
Passing NULL binds the system to the empty group.
LDK_API bool ldk_system_registry_system_group_set(
LDKSystemRegistry *registry,
u64 id,
const LDKEntityGroup *group
);
Parameters
LDKSystemRegistry *registry
- Registry on which the operation is performed.
u64 id
- Identifier of the target object.
const LDKEntityGroup *group
- Entity group used for this system update.
Returns
True if the operation succeeds; false otherwise.