Files
WickedEngine/WickedEngine/wiInitializer.h
T
Turánszki János c4c582d739 general improvements (#368)
* custom implementation for wi::vector

* fix

* sdl vulkan fix

* linux fix

* fix

* vector fix

* shader compiler and job system will be initialized automatically on first use

* vector improvements

* updates

* update

* network and audio will be auto initializing on first use only

* fix

* for now, use std::vector

* vector refactor minor

* backlog: access safety

* shader clearcoat fix

* gui initialization on demand

* initializer updates

* job system will be explicitly initialized
2021-12-09 18:58:27 +01:00

32 lines
975 B
C++

#pragma once
namespace wi::initializer
{
enum INITIALIZED_SYSTEM
{
INITIALIZED_SYSTEM_FONT,
INITIALIZED_SYSTEM_IMAGE,
INITIALIZED_SYSTEM_INPUT,
INITIALIZED_SYSTEM_RENDERER,
INITIALIZED_SYSTEM_TEXTUREHELPER,
INITIALIZED_SYSTEM_HAIRPARTICLESYSTEM,
INITIALIZED_SYSTEM_EMITTEDPARTICLESYSTEM,
INITIALIZED_SYSTEM_OCEAN,
INITIALIZED_SYSTEM_GPUSORTLIB,
INITIALIZED_SYSTEM_GPUBVH,
INITIALIZED_SYSTEM_PHYSICS,
INITIALIZED_SYSTEM_LUA,
INITIALIZED_SYSTEM_AUDIO,
INITIALIZED_SYSTEM_COUNT
};
// Initializes systems and blocks CPU until it is complete
void InitializeComponentsImmediate();
// Begins initializing systems, but doesn't block CPU. Check completion status with IsInitializeFinished()
void InitializeComponentsAsync();
// Check if systems have been initialized or not
// system : specify to check a specific system, or leave default to check all systems
bool IsInitializeFinished(INITIALIZED_SYSTEM system = INITIALIZED_SYSTEM_COUNT);
}