Why use it
The asynchronous shape lets the frame loop continue while hardware or queued work completes.
EPOK RUNTIME
Function · 2 overloads
Performs `gameplay event queue` as part of the utility module.
inline EventQueue<4> gameplay_event_queue(GameplayEventQueue4 state)Performs `gameplay event queue` as part of the utility module.
| Parameter | Type | Meaning |
|---|---|---|
state | GameplayEventQueue4 | Value supplied for state. Keep referenced or pointed-to data valid for the complete call. |
Returns: EventQueue<4>. Check the value before continuing when it represents success, availability or a resource handle.
#include "utility.hpp"
// Assume these named values have been initialized with valid data:
// GameplayEventQueue4 state
auto result = epok::gameplay_event_queue(state);The asynchronous shape lets the frame loop continue while hardware or queued work completes.
Captured data and buffers must remain valid until the callback or task has completed.
Declared in runtime/utility.hpp:163
inline GameplayEventQueue4 gameplay_event_queue(EventQueue<4>& value)Performs `gameplay event queue` as part of the utility module.
| Parameter | Type | Meaning |
|---|---|---|
value | EventQueue<4> & | Value supplied for value. Keep referenced or pointed-to data valid for the complete call. |
Returns: GameplayEventQueue4. Check the value before continuing when it represents success, availability or a resource handle.
#include "utility.hpp"
// Assume these named values have been initialized with valid data:
// EventQueue<4> & value
auto result = epok::gameplay_event_queue(value);The asynchronous shape lets the frame loop continue while hardware or queued work completes.
Captured data and buffers must remain valid until the callback or task has completed. 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/utility.hpp:162
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