# acrux::coroutines A Unity-style coroutine system for C++20, built on `co_await`/`co_yield`. Header-only. ```cpp #include #include #include using namespace acrux::coroutines; using namespace acrux::coroutines::standard; Coroutine fadeOut(float& alpha, float delta) { while (alpha > 0) { alpha -= delta; co_yield waitForSeconds(0.1f); } } int main() { CoroutineRunner runner; float alpha = 1.0f; CoroutineHandle h = startCoroutine(fadeOut(alpha, 0.1f)); while (h.isRunning()) { runner.update(); // call once per frame } } ``` ## Layout ``` include/acrux/coroutines/ Coroutine.h the Coroutine return type + its promise_type CoroutineHandle.h a cheap, hashable value identifying a coroutine CoroutineRunner.h the scheduler Predicate.h small-buffer-optimized type-erased bool() callable standard/ WaitConditions.h waitForSeconds / waitUntil / waitWhile / waitFor -- built entirely on the public core API, and not depended on by anything above test/coroutines/main.cpp a runnable example, also the module's test suite docs/coroutines/ one file per type, plus architecture.md and example.md ``` ## Three features worth knowing about up front **The scheduler doesn't know about `waitForSeconds`/`waitUntil`/etc.** `Coroutine` accepts `co_yield` of anything invocable as `bool()`. `standard/WaitConditions.h` is just a set of functions returning small callables that satisfy that contract. Writing your own wait condition follows the exact same pattern, without touching the core headers. See `docs/coroutines/architecture.md`. **`CoroutineRunner` can be derived from** to attach extra data to each coroutine it starts -- for example, tagging a coroutine with the game entity it belongs to. `CoroutineHandle` is hashable for this reason, and two protected virtual hooks (`onCoroutineStarted`/`onCoroutineFinished`) keep a subclass's own bookkeeping in sync automatically. See `docs/coroutines/example.md` for a complete example. **A coroutine's children inherit its extra data automatically.** `onCoroutineStarted(handle, parent)` is told which coroutine was resuming when `handle` was started -- whether via `co_yield childTask()` or a direct `startCoroutine()` call made from inside a coroutine's body -- so a subclass can propagate its own per-coroutine data from parent to child with a couple of lines, with no special handling required at the call site that starts the child. ## Building ```sh cmake -S . -B build cmake --build build ctest --test-dir build ``` Or without CMake: this module has no `.cpp` files to compile, so just add `include/` to your include path.