A Unity-style coroutine system for C++20, built on co_await/co_yield. Header-only.
#include <acrux/coroutines/Coroutine.h>
#include <acrux/coroutines/CoroutineRunner.h>
#include <acrux/coroutines/standard/WaitConditions.h>
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
}
}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
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.
cmake -S . -B build
cmake --build build
ctest --test-dir buildOr without CMake: this module has no .cpp files to compile, so just add include/ to your include path.