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Core types for game state management. More...

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 # helios::engine::mechanics::gamestate::types
 
 Core types for game state management.
 
 ## Types
 
 | Type | Description |
 |------|-------------|
 | `GameState` | Enum of possible game states (bitmask) |
 | `GameStateTransitionContext` | Context for a state transition |
 | `GameStateTransitionId` | Enum of transition identifiers |
 | `GameStateTransitionRequest` | Request to transition from a state |
 | `GameStateTransitionRule` | Definition of a valid transition |
 | `GameStateTransitionType` | Categorization of transitions |
 
 ## GameState
 
 Bitmask enum with values:
 - `Undefined`, `Booted`, `Title`, `MatchReady`, `Running`, `Paused`, `Any`
 
 Supports bitwise operators for combining states.
 
 ## GameStateTransitionId
 
 Transition identifiers:
 - `Undefined`, `BootRequest`, `ReadyMatchRequest`, `StartMatchRequest`, `TogglePause`, `TitleRequest`
 
 ## GameStateTransitionRule
 
 Defines a valid transition with:
 - Source state (`from`)
 - Transition identifier (`transitionId`)
 - Target state (`to`)
 - Optional guard callback
 
 ---
 
 <details>
 <summary>Doxygen</summary><p>
 @namespace helios::engine::mechanics::gamestate::types
 @brief Core types for game state management.
 @details Contains enums, structs, and classes for state machine operations.
 </p></details>

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