TypedPass.ixx File
State-filtered pass implementation for game loop phases. More...
Included Headers
#include <type_traits>
#include <utility>
#include <helios.engine.mechanics.gamestate.types>
#include <helios.engine.runtime.world.Session>
#include <helios.engine.runtime.world.UpdateContext>
#include <helios.engine.runtime.world.SystemRegistry>
#include <helios.engine.runtime.gameloop.Pass>
#include <helios.engine.runtime.gameloop.CommitPoint>
Namespaces Index
| namespace | helios |
| namespace | engine |
|
Main engine module aggregating core infrastructure and game systems. More... | |
| namespace | modules |
|
Domain-specific components and systems. More... | |
| namespace | runtime |
|
Runtime infrastructure for game execution and lifecycle orchestration. More... | |
| namespace | gameloop |
|
Central game loop orchestration module. More... | |
Classes Index
| class | TypedPass<StateType> |
|
State-filtered pass that only executes in specific states. More... | |
Description
State-filtered pass implementation for game loop phases.
File Listing
The file content with the documentation metadata removed is:
23export namespace helios::engine::modules {
27export namespace helios::engine::runtime::gameloop {
29 class Phase;
62 friend class helios::engine::runtime::gameloop::Phase;
67 Phase& owner_;
79 void update(helios::engine::runtime::world::UpdateContext& updateContext) override {
80 for (auto& sys : systemRegistry_.items()) {
91 void init(helios::engine::runtime::world::GameWorld& gameWorld) override {
92 for (auto& sys : systemRegistry_.items()) {
101 CommitPoint commitPoint_ = CommitPoint::None;
142 Phase& addCommitPoint(const CommitPoint commitPoint = CommitPoint::PassEvents) override {
143 commitPoint_ = commitPoint;
159 [[nodiscard]] CommitPoint commitPoint() const noexcept override {
174 [[nodiscard]] bool shouldRun(helios::engine::runtime::world::UpdateContext& updateContext) const noexcept override {
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