WarmupDoneSystem.ixx File
System that emits a game-state warmup-done transition when no active shader sources remain. More...
Included Headers
#include <concepts>
#include <helios.engine.runtime.enginestate>
#include <helios.engine.state.types>
#include <helios.engine.state.commands>
#include <helios.engine.rendering.shader.concepts>
#include <helios.ecs.components.Active>
#include <helios.engine.runtime.world>
#include <helios.engine.runtime.concepts>
#include <helios.engine.rendering.shader.components>
#include <helios.engine.runtime.messaging.command>
#include <helios.engine.runtime.world.tags.SystemRole>
#include <helios.engine.runtime.world.UpdateContext>
Namespaces Index
| namespace | helios |
| namespace | engine |
| namespace | platform |
| namespace | lifecycle |
| namespace | systems |
Classes Index
| class | WarmupDoneSystem<THandle, TCommandBuffer> |
|
Signals warmup completion through a typed state command buffer. More... | |
Description
System that emits a game-state warmup-done transition when no active shader sources remain.
File Listing
The file content with the documentation metadata removed is:
31using namespace helios::engine::runtime::enginestate::types;
35using namespace helios::engine::rendering::shader::components;
36using namespace helios::engine::runtime::world::tags;
37using namespace helios::engine::runtime::world;
38using namespace helios::engine::runtime::messaging::command;
39using namespace helios::engine::state::types;
40using namespace helios::engine::state::commands;
42export namespace helios::engine::platform::lifecycle::systems {
51 requires IsShaderHandle<THandle> &&
54 class WarmupDoneSystem {
58 using CommandBuffer_type = TCommandBuffer;
63 using EngineRoleTag = SystemRole;
70 void update(UpdateContext& updateContext, TCommandBuffer& cmdBuffer) noexcept {
72 if (updateContext.view<
73 THandle,
78 cmdBuffer.template add<StateCommand<EngineState>>(
80 updateContext.session().state<EngineState>(),
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