Epok Engine

EPOK RUNTIME

epok::effects::configure

Function · 1 overload

Function

Performs `configure` as part of runtime effects and their deterministic playback state.

Belongs to
epok::effects
Header
particle_effect_service.hpp
Overloads
1

Declaration

Declaration
inline Component* configure(DataHandle owner,const Asset& asset,bool enabled,bool automatic,uint32_t seed)

Performs `configure` as part of runtime effects and their deterministic playback state.

ParameterTypeMeaning
ownerDataHandleValue supplied for owner. Keep referenced or pointed-to data valid for the complete call.
assetconst Asset &Value supplied for asset. Keep referenced or pointed-to data valid for the complete call.
enabledboolValue supplied for enabled. Keep referenced or pointed-to data valid for the complete call.
automaticboolValue supplied for automatic. Keep referenced or pointed-to data valid for the complete call.
seeduint32_tValue supplied for seed. Keep referenced or pointed-to data valid for the complete call.

Returns: Component *. Check the value before continuing when it represents success, availability or a resource handle.

Example

C++ example
#include "particle_effect_service.hpp"

// Assume these named values have been initialized with valid data:
// DataHandle owner
// const Asset & asset
// bool enabled
// bool automatic
// uint32_t seed

auto result = epok::effects::configure(owner, asset, enabled, automatic, seed);

Why use it

It provides direct, allocation-conscious access to runtime effects and their deterministic playback state. No exception-based error path is implied by the signature.

Trade-offs and warnings

Pointer/reference arguments are borrowed unless the source contract says otherwise; keep them valid for the complete operation and never assume null is accepted.

Declared in runtime/particle_effect_service.hpp:28

Related members