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Command pattern implementation for deferred action execution. More...

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 # helios::engine::runtime::messaging::command
 
 Command pattern implementation for deferred action execution.
 
 This module provides the Command pattern implementation for the helios engine. Commands encapsulate game actions that can be buffered and executed at a later point in the game loop, enabling decoupled input handling and action processing.
 
 **Components:**
 
 - **TargetedCommand** - Abstract base for commands targeting a specific GameObject.
 - **WorldCommand** - Abstract base for commands operating on the entire GameWorld.
 - **CommandBuffer** - Queue for buffering and batch-executing commands.
 - **TargetedCommandDispatcher** - Abstract dispatcher interface for TargetedCommand handling.
 - **WorldCommandDispatcher** - Abstract dispatcher interface for WorldCommand handling.
 - **TypedTargetedCommandDispatcher** - Type-safe dispatcher template for specific TargetedCommand types.
 - **TypedWorldCommandDispatcher** - Type-safe dispatcher template for specific WorldCommand types.
 
 **Execution order:**
 
 During `CommandBuffer::flush()`:
 1 **WorldCommands** are processed first (global game actions like spawning).
 2 **TargetedCommands** are processed second (per-entity actions like movement).
 
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 <details>
 <summary>Doxygen</summary><p>
 @namespace helios::engine::runtime::messaging::command
 @brief Command pattern implementation for deferred action execution.
 @details Provides TargetedCommand and WorldCommand base classes for encapsulating game actions. Commands are buffered in CommandBuffer and executed during the game loop update phase. Dispatchers enable type-safe routing to specialized handlers via the Visitor pattern.
 </p></details>
 
 

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